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-lordsBattletome21.1July 2021
  General’s Handbook ’2021
  General’s Handbook ’2021Expansion31.0September 2021
  Warhammer Legends: Monstrous Arcanum
  Warhammer Legends: Monstrous ArcanumExpansion3August 2021

Designers’ Commentary

Battletome: Lumineth Realm-lords

 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 I use the Spirit of the Wind ability in my opponent’s shooting phase?
A:
Yes.
 Q: Does the Hurakan Temple ability Whirling Tornadoes allow units in the battalion to count as having charged in the enemy turn?
A:
Yes.
 Q: Can a unit from the Hurakan Temple battalion using the Whirling Tornadoes ability make a pile-in move even if that unit is not within 3" of enemy units?
A:
Yes.
 Q: Can I use the Great Nation of Alumnia’s Claim the Field ability to move a Scinari Loreseeker that has been set up as a Lone Agent reserve unit?
A:
No.
 Q: The Vanari Bladelords are armed with Sunmetal Greatblades but do not have the Sunmetal Weapons ability. Is this intentional?
A:
Yes, it was omitted deliberately.
 Q: Can models move through the gap underneath a Shrine Luminor where the terrain feature is not touching the battlefield?
A:
If there are no models in a Shrine Luminor’s garrison, other models can move through the terrain feature’s gap as normal (if possible). However, if the Shrine Luminor is garrisoned, the entire terrain feature is treated as an enemy model to your opponent, so they could only move through these gaps as part of a pile-in move or retreat.
 Q: The Scinari Loreseeker is noted as ‘Unique’ in the Pitched Battle Profiles table. Is it intended that he cannot have a command trait or artefact?
A:
Yes.

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: WIZARDS only. 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, after any units with the strike-first effect have attacked, when it is your turn to pick a unit to fight, you can pick 2 eligible units instead of 1. Neither unit can have the strike-last effect. Each of those units can fight one after the other in the order of your choice.

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
ALUMNIA
HELON

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.

Vanari Command Traits

VANARI generals only.

D3COMMAND TRAIT
1

Grand Strategist

This general carefully prepares before every battle to ensure that they have every advantage over their foes.

If this general is on the battlefield at the start of the first battle round, you receive 1 extra command point.

2

Consummate Warrior

This general is a master of the blade.

Once per turn, you can re-roll 1 hit roll or 1 wound roll for an attack made by this general, or 1 save roll for an attack that targets this general.

3

Astute Commander

This general is expert at reading the flow of battle. Few opportunities to capitalise on success escape their notice.

If this general is on the battlefield, each time you spend a command point, roll a dice. On a 6, you receive 1 command point.


Vanari Artefacts of Power

VANARI HEROES only.

D3ARTEFACT OF POWER
1

Syari Pommel

This fashionable pommel is crafted from beautifully etched aetherquartz, which at need can be spent by the bearer in battle.

The bearer starts the battle with 1 extra aetherquartz reserve.

2

Senlui Amulet

This amulet bestows great swiftness to the wearer when their fingertip is traced along the elegant rune graven upon it.

The bearer can run and still charge in the same turn.

3

Sun Stone

The brilliant rays that radiate from this talisman can rapidly disperse hostile magic.

The bearer can attempt to dispel 1 endless spell at the start of your hero phase in the same manner as a WIZARD, and attempt to unbind 1 spell in the enemy hero phase in the same manner as a WIZARD. If the bearer is already a WIZARD, add 1 to the first dispelling and unbinding roll you make for them each phase.


Scinari Battle Traits

Deep Thinkers

The Scinari are renowned across the realms for their profound knowledge and thoughtful deliberation. Given time, there are few arcane rituals that a Scinari cannot master.

At the start of your hero phase, you can pick any friendly SCINARI WIZARDS and declare that instead of casting any spells in that phase they will contemplate (you can have some contemplate while others attempt to cast spells). If you do so, in your next hero phase, when a friendly SCINARI WIZARD that contemplated in your last hero phase attempts to cast its first spell in the current hero phase, it is automatically cast with a casting roll of 9 that cannot be modified (do not roll 2D6), but it can be unbound.

Scinari Command Traits

SCINARI 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

SCINARI 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.


Hurakan Battle Traits

Move Like the Wind

Hurakan warriors are almost impossible to pin down in combat. They swirl around their foes, first closing to strike and then performing gravity-defying leaps to take them over or away from their enemies.

When you make a pile-in move with a HURAKAN model, it does not have to finish the move no further from the nearest enemy unit than it was at the start of the move. In addition, when you make a pile-in move with a HURAKAN model, if it made a charge move in the same turn, it can fly and can move an extra 3" when it piles in.

Designer’s Note: These rules allow Hurakan models to flow around enemy units in combat and to back off from fights that do not favour them.

Hurakan Command Traits

HURAKAN WINDMAGE generals only.

D3COMMAND TRAIT
1

Grand Windrider

This general is an unrivalled leader of Windcharger formations.

Replace this general’s Windleap ability with: ‘If a friendly WINDCHARGERS unit starts a move wholly within 24" of this general, when it makes that move, that unit has a Move characteristic of 16" and can fly.’

2

Swift

The speed at which this general loops and soars through the air has earned them great respect among their Hurakan peers.

Add 3" to this general’s Move 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 Winds.


Hurakan Artefacts of Power

HURAKAN WINDMAGES only.

D3ARTEFACT OF POWER
1

Windblast Fan

With a flick of the bearer’s wrist, this fan can project a great gust of air that drives back the foe.

Once per battle, at the start of the enemy movement phase, you can pick 1 enemy unit within 3" of the bearer. That unit must retreat.

2

Wind Stone

This clouded gem can be hurled with the force of a cannonball.

Once per battle in your shooting phase, you can pick 1 enemy unit within 18" of the bearer that is visible to them and roll a dice. On a 1, nothing happens. On a 2-4, that unit suffers 3 mortal wounds. On a 5+, that unit suffers D6 mortal wounds.

3

Buffeting Aspiragillum

The unpredictable currents that swirl and gust around this wand can disrupt enemy attacks, both physical and arcane.

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.


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

TECLIS knows all of the spells in all of the following tables.

Lore of the Winds

TECLIS and HURAKAN WIZARDS (including Unique units) only.

D6SPELL
1

Freezing Squall

The caster invokes a vindictive, icy cold wind that chills the enemy to the bone and slows their advance to a crawl.

Freezing Squall has a casting value of 5. If successfully cast, pick 1 enemy unit within 12" of the caster that is visible to them. That unit cannot run until your next hero phase.

2

Howling Gale

The caster directs a gang of obstreperous currents towards a group of foes that make it impossible for them to hear commands.

Howling Gale has a casting value of 7. If successfully cast, pick 1 enemy unit within 12" of the caster that is visible to them. That unit cannot use or benefit from command abilities until your next hero phase.

3

Guiding Flurries

The wizard requests the aid of a gaggle of flurries that carry the Lumineth’s arrows far across the field of battle in arcing trajectories or else speed them in a straight line directly towards their target.

Guiding Flurries has a casting value of 7. If successfully cast, pick 1 friendly LUMINETH REALM-LORDS unit armed with missile weapons that is wholly within 12" of the caster and visible to them, then say if the spell lofts the missiles or directs the missiles.

If the spell lofts the missiles, until your next hero phase, add 6" to the Range characteristic of missile weapons used by that unit.

If the spell directs the missiles, until your next hero phase, add 1 to hit rolls for attacks made with missile weapons by that unit.

4

Calming Zephyr

The caster coaxes forth a playful breeze that heals and calms those that have suffered injury.

Calming Zephyr has a casting value of 6. If successfully cast, pick 1 friendly LUMINETH REALM-LORDS unit wholly within 18" of the caster that is visible to them. You can heal up to D3 wounds allocated to that unit. In addition, do not take battleshock tests for that unit until your next hero phase.

5

Burning Simoom

The caster incites a furious, blazing-hot wind to rush through the foe’s ranks, searing their flesh and setting their lungs aflame.

Burning Simoom has a casting value of 6. If successfully cast, pick 1 enemy unit within 12" of the caster that is visible to them and roll a number of dice equal to the number of models in that unit. For each 6, that unit suffers 1 mortal wound. If the casting roll was 10 or more, that unit suffers 1 mortal wound for each 5+ instead of each 6.

6

Transporting Vortex

The caster calls upon a magnanimous whirlwind to sweep up their allies and carry them to safety.

Transporting Vortex has a casting value of 8. If successfully cast, pick 1 friendly LUMINETH REALM-LORDS unit wholly within 12" of the caster that is visible to them. Remove that unit from the battlefield and set it up again anywhere on the battlefield more than 9" from any enemy units. It cannot move in the next movement phase.


Lore of the High Peaks

TECLIS and ALARITH WIZARDS (including Unique units) 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.


Lore of Hysh

TECLIS, SCINARI WIZARDS and VANARI WIZARDS (including Unique units) 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.



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 Lumineth Command Traits sections.

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 Lumineth Command Traits sections.

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 receives a command, you can pick 1 other friendly ILIATHA VANARI unit within 3" of that unit. If you do so, that other unit also receives that command.

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.

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.

COMMAND TRAIT
A ZAITREC WIZARD general must have this command trait instead of one listed in Lumineth Command Traits section.

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.

Alumnia

The nation of Alumnia is typified by the mindset of the pioneer. Athletes, explorers and adventurers, they are only at peace when pushing into new territory. Taking command of the battlefield is second nature to their armies, whilst their heroes wield powers wrested from the most hostile places in the Mortal Realms.

ABILITIES
Claim the Field: Alumnian warriors can read the battlefield at a glance, surging forwards to claim it in the name of the Realm-lords.
After armies are set up but before the first battle round begins, up to 3 friendly ALUMNIA VANARI or ALUMNIA SCINARI units can make a normal move but cannot run.

COMMAND ABILITY
Seize the Moment: In battle, Alumnian warriors strike incredibly swiftly, launching themselves at an unsuspecting foe with an extraordinary burst of speed.
You can use this command ability in your charge phase. If you do so, pick 1 friendly ALUMNIA unit that ran in that turn. That unit can charge in that charge phase.

COMMAND TRAIT
An ALUMNIA general must have this command trait instead of Lumineth command traits.

Burning Gaze: Many Alumnians make pilgrimages to Hysh’s Perimeter Inimical. Though few return from such a perilous journey, those who do are gifted with extraordinary powers; some can even sear a foe with a simple glance.
At the start of the combat phase, you can pick 1 enemy unit within 3" of this general and visible to them, and roll a dice. On a 2+, that enemy unit suffers 1 mortal wound.

ARTEFACT OF POWER
The first ALUMNIA HERO to receive an artefact of power must be given the Waystone.

Waystone: This small sliver of dark rock hovers above the bearer’s outstretched palm, leading them along hidden paths towards that which they desire.
Once per battle in your movement phase, instead of making a normal move with the bearer, you can pick a point on the battlefield within 12" of them. If you do so, remove the bearer from the battlefield and set them up again within 1" of that point and more than 3" away from any enemy units.

Helon

The many winds of Hysh form both muse and ally to the Helonites. Their landscape is forever gale-swept, and they take inspiration from the aelementors of that land, fighting with arrow as well as blade to ensure they form an ever-moving, ephemeral force all but impossible to catch.

ABILITIES
Gale of Killing Shafts: At close range, Helonite archers unleash a barrage of missiles that leaves enemies reeling.
Add 1 to the Attacks characteristic of missile weapons used by HELON models that are within 3" of an enemy unit.

COMMAND ABILITY
Gone Like The Wind: The competitive Helonites relish demonstrating their skill in close combat, but at a word from their commanders they will turn and swiftly move away, leaving foes bloodied and disordered in their wake.
You can use this command ability at the end of the combat phase. If you do so, pick 1 friendly HELON unit that fought in that phase and is wholly within 12" of a friendly HELON HERO. That unit can make a normal move or retreat (it cannot run).

COMMAND TRAIT
A HELON general must have this command trait instead of Lumineth command traits.

Skyrace Grand Champion: This general is a celebrated champion of the contests of speed, dexterity and will at the Great Skyrace of Helon.
Once per battle, you can re-roll 1 run roll, and 1 charge roll, and 1 casting roll for this general.

ARTEFACT OF POWER
The first HELON HERO to receive an artefact of power must be given Metalith Dust.

Metalith Dust: Metalith dust is gathered from the floating islands of Helon. If thrown at a foe, it renders them weightless and incapable of landing solid blows for a short while.
Once per battle, at the start of the combat phase, you can pick 1 enemy unit within 3" of the bearer. If you do so, subtract 1 from hit rolls and wound rolls for attacks made by that unit until the end of that phase.


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.


Battleplan

The Scouring Wind

As part of Teclis’ masterplan, the Lumineth Realm-lords have established a number of beachheads around isolated realmgates across all the Mortal Realms. Hurakan raiding parties are sent out from these enclaves, striking at the enemies of Order and scouring all signs of their presence from landscape.

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 Upstart.

The Lumineth Realm-lords player must use a Lumineth Realm-lords army consisting of 5 units from the following list:
The Upstart’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.

OBJECTIVES
Set up 5 objectives as shown on the map.

SET-UP
The Upstart player sets up 5 units from their army. Each unit must be set up wholly within 6" of a different objective.

All units in the Lumineth Realm-lords army start the battle in reserve and will arrive as described later (see The Scouring Wind).

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

THE WINDS ARRIVE
With the roar of rushing winds the Hurakan cleansing force arrives, ready to unleash retribution on the upstart intruders that have sullied the Mortal Realms.
At the start of their first movement phase, the Lumineth Realm-lords player must pick 1 point anywhere on the edge of the battlefield. During that movement phase, all of the Lumineth Realm-lords units must enter the battlefield by making a normal move (they can run). Use the point on the edge of the battlefield as the starting point of the move for each of the reserve units.

THE SCOURING WIND
The Hurakan raiders race across the battlefield, leaving only wind-scoured ruins in their wake.
At the end of each of their turns, the Lumineth Realm-lords player can scour any objectives in enemy territory that they control. An objective that has been scoured is removed from play.

BATTLE LENGTH
The battle lasts for 5 battle rounds.

GLORIOUS VICTORY
At the end of the battle, look up the number of objectives that have been scoured to determine the result of the battle:

Scoured ObjectivesResult
0-1Upstart major victory
2Upstart minor victory
3Draw
4Lumineth Realm-lords minor victory
5Lumineth Realm-lords major victory



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.

These Path to Glory campaign rules are not compatible with the latest version of the Path to Glory rules from the Core Book. You can still use them to run a ‘classic’ Path to Glory campaign, or you can use the rules from the Core Book to run a ‘modern’ Path to Glory campaign.

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.

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 Lumineth Artefacts of Power table.


8.1 Normal Move
When you pick a unit to make a normal move, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. Units cannot move within 3" of enemy units when making a normal move.
11.1 Charge Moves
When you attempt a charge with a unit, make a charge roll for the unit by rolling 2D6. You can then make a charge move with each model in that unit by moving the model a distance in inches that is equal to or less than the charge roll. The first model you move in a unit attempting a charge must finish the move within 1/2" of an enemy unit. If this is impossible, no models in the unit can make a charge move.

You do not have to pick a target for a charge attempt before making the charge roll.

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

None
Artillery
Battleline
Leader

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

Leader
Leader, Behemoth
6.1 Using Command Abilities
To use a command ability, you must spend 1 command point, pick 1 friendly model to issue the command, and pick 1 friendly unit to receive the command. Unless noted otherwise, the models that can issue commands and the units they can issue them to are as follows:
  • Unit champions can issue commands to their own unit (see 22.3.2).
  • HEROES can issue commands to units that are wholly within 12" of them.
  • Generals can issue commands to units that are wholly within 18" of them.
  • TOTEMS can issue commands to units that are wholly within 18" of them.
Each command ability will say when it can be used and what effect it has on the unit that receives it. A model cannot issue more than 1 command in the same phase and a unit cannot receive more than 1 command in the same phase. In addition, you cannot use the same command ability more than once in the same phase (even for different units).
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.

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

Leader, Behemoth
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
12.2 Pile In
You can move a model making a pile-in move up to 3". When you make a pile-in move with a model, it must finish the move no further from the nearest enemy unit than it was at the start of the move.
3.1 Reserve Units and Summoned Units
Sometimes a rule will allow you to set up a unit in a location other than the battlefield as a reserve unit. A unit that is added to your army once the battle is underway is called a summoned unit.

When you set up a reserve unit, either during deployment or once the battle is underway, you must tell your opponent that the unit is in reserve and keep it to one side instead of placing it on the battlefield. At the start of the fourth battle round, units that are still in reserve are destroyed. Units cannot cast spells or use abilities while they are in reserve unless the spell or ability specifically says it can be used by reserve units.

Reserve units are picked as part of your army before the battle begins, while summoned units are units added to your army once the battle is underway. Models that have been removed from play can be used as part of a summoned unit.
12.2 Pile In
You can move a model making a pile-in move up to 3". When you make a pile-in move with a model, it must finish the move no further from the nearest enemy unit than it was at the start of the move.
8.2 Retreat
When you pick a unit to retreat, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. The unit must end the move more than 3" from all enemy units. You cannot shoot or attempt a charge later in the turn with a unit that has retreated.
27.3.2 Command Traits
Each time you take a command trait enhancement, you can pick 1 command trait and give it to your general. You can never pick more than 1 command trait for your army, and command traits can only be given to a general that is a HERO.
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.

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

Leader
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run.
12.2 Pile In
You can move a model making a pile-in move up to 3". When you make a pile-in move with a model, it must finish the move no further from the nearest enemy unit than it was at the start of the move.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.

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

Leader
8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run.
19.3.2 Dispelling Endless Spells
At the start of the hero phase, each player can attempt to dispel 1 endless spell with each friendly WIZARD and friendly PRIEST. The player whose turn is taking place makes all of their dispelling attempts first. If a WIZARD attempts to dispel an endless spell, they can attempt to cast or unbind 1 fewer spell in that hero phase. If a PRIEST attempts to dispel an endless spell, they can chant 1 fewer prayer in that hero phase. The same player cannot attempt to dispel the same endless spell more than once per phase.

To attempt to dispel an endless spell, pick 1 endless spell that is within 30" of a friendly WIZARD or friendly PRIEST and that is visible to them. Then make a dispelling roll by rolling 2D6. If the roll is greater than the casting value of that endless spell, it is dispelled and removed from play. An endless spell cannot be summoned again in the turn that it is removed from play.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.

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

Leader
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.

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

Leader
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
14.4 Healing Wounds
Some abilities allow you to heal wounds that have been allocated to a model. For each wound that is healed, reduce the number of wounds allocated to the model by 1, to a minimum of 0. You cannot heal wounds on a model that is slain.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
12.2 Pile In
You can move a model making a pile-in move up to 3". When you make a pile-in move with a model, it must finish the move no further from the nearest enemy unit than it was at the start of the move.

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

None
Leader
9.4 Flying
If the warscroll used by a model says that it can fly, you can ignore other models and terrain features when you trace the path of its move across the battlefield (it flies over them). In addition, when a model that can fly starts or finishes a move on a terrain feature, instead of tracing its move across the battlefield, you can trace it ‘through the air’, as shown in the diagram below.

A flying model cannot finish a move on top of another model or finish a normal move, run or retreat within 3" of an enemy unit.

The HURAKAN and WINDMAGE keywords are used in the following Lumineth Realm-lords warscrolls:

Leader

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

None
9.4 Flying
If the warscroll used by a model says that it can fly, you can ignore other models and terrain features when you trace the path of its move across the battlefield (it flies over them). In addition, when a model that can fly starts or finishes a move on a terrain feature, instead of tracing its move across the battlefield, you can trace it ‘through the air’, as shown in the diagram below.

A flying model cannot finish a move on top of another model or finish a normal move, run or retreat within 3" of an enemy unit.

The HURAKAN and WINDMAGE keywords are used in the following Lumineth Realm-lords warscrolls:

Leader
8.2 Retreat
When you pick a unit to retreat, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. The unit must end the move more than 3" from all enemy units. You cannot shoot or attempt a charge later in the turn with a unit that has retreated.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
14.1 Allocating Wounds
Wounds are allocated to the models in a unit 1 wound at a time. You can allocate the wounds caused to your units as you see fit. However, once you have allocated a wound to a model, you cannot allocate wounds to other models in the unit until that model is slain (see 14.2). If a unit is destroyed, all wounds that remain to be allocated to the unit are negated and have no effect.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.

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

None
Leader
Leader, Behemoth
Behemoth
12.2 Pile In
You can move a model making a pile-in move up to 3". When you make a pile-in move with a model, it must finish the move no further from the nearest enemy unit than it was at the start of the move.

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

Leader
Leader, Behemoth
14.1 Allocating Wounds
Wounds are allocated to the models in a unit 1 wound at a time. You can allocate the wounds caused to your units as you see fit. However, once you have allocated a wound to a model, you cannot allocate wounds to other models in the unit until that model is slain (see 14.2). If a unit is destroyed, all wounds that remain to be allocated to the unit are negated and have no effect.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
Arcane Bolt
The caster calls forth a ball of crackling arcane energy that hovers above their outstretched hand, ready to be hurled at a foe.
Arcane Bolt is a spell that has a casting value of 5 and a range of 12". If successfully cast, at the start of any 1 phase before your next hero phase, you can pick 1 enemy unit within range and visible to the caster. That unit suffers 1 mortal wound. If that unit is within 3" of the caster, it suffers D3 mortal wounds instead of 1.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.

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

Leader, Behemoth

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

Leader, Behemoth

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

Leader
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
13.1.1 Shooting Attacks
When a friendly unit shoots, you can make shooting attacks with any of the missile weapons the models in the unit are armed with that they are allowed to use (including missile weapons used by mounts).

The target of a shooting attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack. The range must be measured to the closest visible model in the target unit (if you are unsure whether a model is visible, stoop down and take a look from behind the shooting model). Models can see through other models in their unit.

Some missile weapons have a Range characteristic with a minimum range (e.g. 6"-48"). Units wholly within the minimum range cannot be targeted with these weapons.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
14.4 Healing Wounds
Some abilities allow you to heal wounds that have been allocated to a model. For each wound that is healed, reduce the number of wounds allocated to the model by 1, to a minimum of 0. You cannot heal wounds on a model that is slain.
15.1 Battleshock Tests
You must make a battleshock roll for each friendly unit that has to take a battleshock test. To make a battleshock roll, roll a dice and add the number of models in the unit that were slain in that turn to the roll. If the battleshock roll is greater than the unit’s Bravery characteristic, the battleshock test has been failed. If the test is failed, for each point by which the battleshock roll exceeds the unit’s Bravery characteristic, 1 model in that unit must flee. You decide which models flee. A model that flees is removed from play.

If a slain model is returned to its unit in the same turn that it is slain, it still counts as having been slain in that battle round for the purposes of battleshock tests.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.

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

Leader, Behemoth

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

Leader
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
8.1 Normal Move
When you pick a unit to make a normal move, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. Units cannot move within 3" of enemy units when making a normal move.
12.2 Pile In
You can move a model making a pile-in move up to 3". When you make a pile-in move with a model, it must finish the move no further from the nearest enemy unit than it was at the start of the move.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.

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

Leader, Behemoth

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

Leader
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).
1.5.5 Dice Roll Modifiers
Sometimes a modifier will apply to a dice roll. Modifiers are applied after re-rolls. Rules that refer to an unmodified roll are referring to the dice roll after re-rolls have been made but before modifiers are applied. If a rule instructs you to pick or change a roll, do so after re-rolls are made but before modifiers are applied.

In most cases, modifiers are cumulative. However, some dice rolls, such as hit and wound rolls, will specify that the roll cannot be modified by more than +1 or -1. When this is the case, add up all the modifiers that apply, and if the total is more than +1 or -1, treat it as being either +1 or -1 as appropriate.
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
14.1 Allocating Wounds
Wounds are allocated to the models in a unit 1 wound at a time. You can allocate the wounds caused to your units as you see fit. However, once you have allocated a wound to a model, you cannot allocate wounds to other models in the unit until that model is slain (see 14.2). If a unit is destroyed, all wounds that remain to be allocated to the unit are negated and have no effect.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.

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

None
Leader
Leader, Behemoth
Behemoth
12.2 Pile In
You can move a model making a pile-in move up to 3". When you make a pile-in move with a model, it must finish the move no further from the nearest enemy unit than it was at the start of the move.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
14.1 Allocating Wounds
Wounds are allocated to the models in a unit 1 wound at a time. You can allocate the wounds caused to your units as you see fit. However, once you have allocated a wound to a model, you cannot allocate wounds to other models in the unit until that model is slain (see 14.2). If a unit is destroyed, all wounds that remain to be allocated to the unit are negated and have no effect.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.

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

None
Artillery
Battleline
Leader

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

None
Leader
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
14.1 Allocating Wounds
Wounds are allocated to the models in a unit 1 wound at a time. You can allocate the wounds caused to your units as you see fit. However, once you have allocated a wound to a model, you cannot allocate wounds to other models in the unit until that model is slain (see 14.2). If a unit is destroyed, all wounds that remain to be allocated to the unit are negated and have no effect.
14.4 Healing Wounds
Some abilities allow you to heal wounds that have been allocated to a model. For each wound that is healed, reduce the number of wounds allocated to the model by 1, to a minimum of 0. You cannot heal wounds on a model that is slain.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.

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

Leader
Leader, Behemoth

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

Leader
Leader, Behemoth
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.

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

Leader
Leader, Behemoth
14.1 Allocating Wounds
Wounds are allocated to the models in a unit 1 wound at a time. You can allocate the wounds caused to your units as you see fit. However, once you have allocated a wound to a model, you cannot allocate wounds to other models in the unit until that model is slain (see 14.2). If a unit is destroyed, all wounds that remain to be allocated to the unit are negated and have no effect.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.

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

Leader, Behemoth

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

None
Artillery
Battleline
Leader

The ALUMNIA and SCINARI keywords are used in the following Lumineth Realm-lords warscrolls:

Leader
8.1 Normal Move
When you pick a unit to make a normal move, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. Units cannot move within 3" of enemy units when making a normal move.
8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.

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

Leader
Leader, Behemoth
27.3.3 Artefacts of Power
Each time you take an artefact of power enhancement, you can pick 1 artefact of power and give it to a HERO in your army. A HERO cannot have more than 1 artefact of power. An army cannot include duplicates of the same artefact of power.

Most rules for artefacts of power refer to the bearer. The bearer is the model to which an artefact of power has been given (see section 27.5.2 for some examples).

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

Leader
Leader, Behemoth
8.1 Normal Move
When you pick a unit to make a normal move, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. Units cannot move within 3" of enemy units when making a normal move.
8.2 Retreat
When you pick a unit to retreat, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. The unit must end the move more than 3" from all enemy units. You cannot shoot or attempt a charge later in the turn with a unit that has retreated.
8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run.
27.3.2 Command Traits
Each time you take a command trait enhancement, you can pick 1 command trait and give it to your general. You can never pick more than 1 command trait for your army, and command traits can only be given to a general that is a HERO.
8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.

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

Leader, Behemoth
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
14.1 Allocating Wounds
Wounds are allocated to the models in a unit 1 wound at a time. You can allocate the wounds caused to your units as you see fit. However, once you have allocated a wound to a model, you cannot allocate wounds to other models in the unit until that model is slain (see 14.2). If a unit is destroyed, all wounds that remain to be allocated to the unit are negated and have no effect.
8.2 Retreat
When you pick a unit to retreat, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. The unit must end the move more than 3" from all enemy units. You cannot shoot or attempt a charge later in the turn with a unit that has retreated.
8.1 Normal Move
When you pick a unit to make a normal move, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. Units cannot move within 3" of enemy units when making a normal move.
8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
14.1 Allocating Wounds
Wounds are allocated to the models in a unit 1 wound at a time. You can allocate the wounds caused to your units as you see fit. However, once you have allocated a wound to a model, you cannot allocate wounds to other models in the unit until that model is slain (see 14.2). If a unit is destroyed, all wounds that remain to be allocated to the unit are negated and have no effect.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.
© Vyacheslav Maltsev 2013-2021