The Lumineth are often mistaken for angelic beings of pure light, for they glow with the glorious power of Hysh. Their incredible intellects were once turned to the pursuits of art, magic and philosophy, but now they are attuned to the business of war. To fight them is to battle not only the aelven warhosts but the Realm of Light itself.This page contains all of the rules you need to field your Lumineth Realm-lords miniatures on the battlefields of the Mortal Realms, from a host of exciting allegiance abilities to a range of warscrolls and warscroll battalions. The rules are split into the following sections.
|Lumineth Realm-lords||Battletome||3||September 2023|
|Battlescroll: Tactics of Andtor|
|Battlescroll: Tactics of Andtor||Rulebook||3||September 2023|
|Battlescroll: Andtor||Rulebook||3||August 2023|
|Regiments of Renown|
|Regiments of Renown||Warscroll||3||July 2023|
|Dawnbringers Book I: Harbingers|
|Dawnbringers Book I: Harbingers||Expansion||3||June 2023|
|Warhammer Legends: Monstrous Arcanum|
|Warhammer Legends: Monstrous Arcanum||Expansion||3||August 2021|
|Q:||If a unit is affected by both the ‘Crippling Vertigo’ and ‘Darkness of the Soul’ (see Scinari Cathallar warscroll) spells, do I make 2 different rolls of 2D6 when that unit attempts to make a normal move or charge move?|
|Q:||Can you explain what happens if Teclis casts a spell within range of an effect that requires you to re-roll, change or replace a successful casting roll?|
As you do not roll the dice, a spell cast with the ‘Archmage’ ability cannot be re-rolled, changed or replaced.
|Q:||Can the number of spells I pick for Teclis with the ‘Archmage’ ability ever be increased or decreased?|
|Q:||If the answer to the previous question is ‘No’, how do effects that allow a WIZARD to cast additional spells work with Teclis?|
Any effects that would allow Teclis to cast an additional spell are ignored.
|Q:||Can models move through the gap underneath a Shrine Luminor where the terrain feature is not touching the battlefield?|
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:||If a unit of Alarith Stoneguard was picked as the target of the ‘Unyielding Toughness’ command trait at the start of my hero phase (giving it a Wounds characteristic of 3), and it has 2 wounds allocated to it at the start of my next hero phase, can I re-apply the effect of that ability to the unit before a model is slain?|
No. The effect of the ability would end before being re-applied, resulting in a model being slain.
|Q:||For the Blind the Enemy battle tactic, do I need to successfully cast spells with 4 different WIZARDS, or can I cast 4 spells with 2 different WIZARDS to complete that tactic?|
You need to successfully cast spells with 4 different WIZARDS.
|Q:||If an ability causes Archmage Teclis to re-roll a casting roll, what happens?|
In this case, the re-roll would have no effect, as the spell would still be automatically cast with the casting roll specified in Teclis’ Archmage ability.
|Q:||Can a LUMINETH REALM-LORDS WIZARD use their ‘Deep Thinkers’ ability to automatically cast a spell that has a casting value of 10 or higher (such as ‘Merciless Blizzard’)?|
The Lumineth are gathered into Great Nations, each with their own unique culture, specialisations and sets of social mores.You can pick 1 of the following subfactions for your army (core rules, 27.2.1). All LUMINETH REALM-LORDS units in your army gain the keyword of the subfaction you picked, and you can use the allegiance abilities for that subfaction. If a unit already has a different subfaction 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 subfaction.
Lumineth Realm-lords possess a natural skill and talent that 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 friendly LUMINETH REALM-LORDS unit to fight, you can pick 2 eligible LUMINETH REALM-LORDS 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.
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 LUMINETH REALM-LORDS unit in your 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.
Lords of the WarhostsVANARI HERO only.
Lords of BrillianceSCINARI HERO only.
Lords of AirWINDMAGE only.
Lords of StoneSTONEMAGE only.
Gifts of the SunVANARI HERO only.
Heirlooms of HyshSCINARI HERO only.
Gifts of the WindsWINDMAGE only.
Gifts of the MountainsSTONEMAGE only.
Lore of HyshTECLIS, SCINARI WIZARD and VANARI WIZARD (including Unique units) only.
Lore of the WindsTECLIS and HURAKAN WIZARD (including Unique units) only.
Lore of the High PeaksTECLIS and ALARITH WIZARD (including Unique units) only.
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).
Great Nation of 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.Mountain Realm: Ymetrica’s people hail from a mountainous realm and can channel the power of stone.
The Enduring as Rock ability of friendly YMETRICA ALARITH units worsens the Rend characteristic of attacks that target those units by 2 instead of 1, to a minimum of 0.
Great Nation of 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.Gleaming Brightness: The sheer concentration of aetherquartz that the Syari have gathered and fashioned into their raiment of war flaunts their wealth for all to see.
Friendly Syar units start the battle with 2 aetherquartz reserves instead of 1.
Great Nation of 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.Unity of Purpose: The Vanari regiments of Iliatha are drilled to perfection and act with a truly spiritual unity.
Once per turn, you can say that 2 friendly ILIATHA VANARI units will use their aetherquartz reserves to use an aetherquartz reserve ability in the same phase instead of only 1.
Great Nation of 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.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 casting, dispelling and unbinding rolls for friendly ZAITREC WIZARDS.
Great Nation of 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.Claim the Field: Alumnian warriors can read the battlefield at a glance and focus their efforts on capturing key locations with unified assaults.
If the base of each model in a friendly ALUMNIA VANARI unit is touching the bases of 2 or more other models in the same unit, each model in that unit that is within 6" of an objective counts as 2 models for the purposes of contesting that objective.
Great Nation of Helon
The many winds of Hysh are 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.Gale of Killing Shafts: At close range, Helonite archers unleash a barrage of missiles that leaves their enemies reeling.
In your shooting phase, when you pick a friendly HELON unit to shoot, you can say that it will unleash a gale of killing shafts. If you do so, in that phase, you can add 1 to hit rolls and wound rolls for that unit’s missile weapons, but that unit can only target enemy units within 6" of it.
The following section includes rules for your Path to Glory campaign if you are using a Lumineth Realm-lords army.
It is the duty of the Lumineth to safeguard the Mortal Realms. When they triumph in a land blighted by dark powers, aelven mages will summon huge Hyshian runes, each of which has its own arcane significance. Once complete, miles-wide lines of white fire burn the symbol into the earth, cleansing it of even the deepest taint - though often at the cost of immolating anything nearby.If you win a major victory in a Path to Glory battle, you can say that the Scinari will seal the battlefield and brand the earth with one of the runes of the Lumineth. If you do so, pick 1 of the following runes and apply its effect in the aftermath sequence of that Path to Glory battle.
In step 7 of the aftermath sequence, reduce the cost of adding, recuperating or reinforcing 1 LUMINETH REALM-LORDS unit that took part in the battle by 1.
In step 3 of the aftermath sequence, each friendly LUMINETH REALM-LORDS unit that survived the battle gains 1 extra renown point.
Pick 1 friendly LUMINETH REALM-LORDS unit that is not a HERO that survived the battle. In the next battle you fight against another Path to Glory army, before deployment, you can give that unit 1 veteran ability that can only be used in that battle.
To Shine Across Realms
The Lumineth look to establish enclaves across the realms, believing that their hard-won wisdom, insight and culture can raise even the most wounded lands back to glory.At the end of each Path to Glory battle, add 1 quest point to the progress section of your quest log if you won a major victory.
Once you have gained 3 quest points, you complete this quest. When you complete this quest, pick 1 territory you control that can be upgraded. You can upgrade that territory without spending any glory points to do so.
The Gates of Enlightenment
Realmgates to Hysh are vital strategic sites for the Lumineth. To capture and cleanse these locations is of paramount importance to any aelven commander.At the end of each Path to Glory battle, add 1 quest point to the progress section of your quest log if you won a minor victory, and add 3 quest points if you won a major victory.
Once you have gained 3 or more quest points, you can fight Path to Glory battles using the ‘Vanguard of Light’ battleplan. If you win a minor victory or major victory in that battleplan, you complete this quest. The rewards for completing this quest are listed in the battleplan.
Purged with Hyshian Light
Should a liberated land be truly mired in ruinous taint, the Scinari will brand the earth with multiple runes to burn out the deepest and most insidious corruption.At the end of a Path to Glory battle, you complete this quest if you won a major victory and have at least 3 friendly LUMINETH REALM-LORDS units on the battlefield.
When you complete this quest, if you win a major victory in your next Path to Glory battle, you can pick 2 runes with which to brand the earth instead of 1.
Preservation of Power
The aelves of the Ten Paradises know well that aetherquartz can be highly addictive; when on campaign, they pledge to only use their realmstone reserves when absolutely necessary.At the end of a Path to Glory battle, you complete this quest if you won a major victory and any friendly LUMINETH REALM-LORDS units that survived the battle still have at least 1 aetherquartz reserve.
When you complete this quest, in the next Path to Glory battle you fight against an opponent using a Path to Glory army, each friendly LUMINETH REALM-LORDS unit starts the battle with 2 aetherquartz reserves instead of 1.
Vanguard of Light
For the Lumineth, capturing Hyshian realmgates is key to expanding their influence. But these portals are often contested by powerful local warlords, who will not surrender them lightly...
QUEST BATTLEPLANThis battleplan is used with the Path to Glory battlepack in the Core Book. You can use this battleplan if one player is using a Lumineth Realm-lords army, has embarked on the ‘Gates of Enlightenment’ quest and has earned 3 or more quest points.
THE ARMIESThe player undertaking the ‘Gates of Enlightenment’ quest is the Lumineth Realm-lords player and their opponent is the upstart. The Lumineth Realm-lords player must use a Lumineth Realm-lords army.
THE BATTLEFIELDThe upstart sets up the battlefield. Set up 1 Baleful Realmgate terrain feature in the centre of the battlefield.
FACTION TERRAINThe upstart can set up a faction terrain feature.
DEPLOYMENTThe Lumineth Realm-lords player sets up 3 units from their army wholly within their territory, as shown on the map. The remaining units in the Lumineth Realm-lords player’s army start the battle in reserve and will arrive as described later. 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.
FIRST TURNThe Lumineth Realm-lords player takes the first turn in the first battle round.
WRATH AWAKENEDAs the din of battle grows, more and more units from the defending army begin to arrive.
At the end of their movement phase, the upstart can set up 1 reserve unit in their army wholly within 12" of the battlefield edge and more than 9" from all enemy units.
CALL FOR REINFORCEMENTSOnce the Lumineth have the realmgate in their grasp, they can use it to bring in reinforcements from the Realm of Light.
At the end of their movement phase, the Lumineth Realm-lords player can call for reinforcements if a friendly HERO is on the battlefield and wholly within their territory. If they do so, they can roll a dice. On a 2+, they can set up 1 reserve unit in their army wholly within 6" of the Baleful Realmgate in the centre of the battlefield and more than 3" from all enemy units.
DESTROY THE REALMGATEThose looking to drive back the Lumineth quickly realise that the only way to halt the aelven invasion is to destroy the realmgate.
Units in the upstarts 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 LENGTHThe battle lasts for 5 battle rounds or until the Baleful Realmgate in the centre of the battlefield is destroyed.
GLORIOUS VICTORYIf 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 battlepack you are using says that you must pick grand strategies and battle tactics for your army, you can pick from the following lists as well as those found in the battlepack you are using.
HYSH’S BANISHING RADIANCELumineth Realm-lords army only.
PATHS TO ENLIGHTENMENTLumineth Realm-lords army only.
|You do not have to pick a target for a charge attempt before making the charge roll.|
Crippling VertigoThe caster visualises the ledge of a high peak and transfers this image into the minds of their foes, amplifying it until it consumes them entirely.
Crippling Vertigo is a spell that has a casting value of 6 and a range of 18". If successfully cast, pick 1 enemy unit within range and visible to the caster. Until your next hero phase, roll 2D6 before that unit makes a normal move, runs, retreats, makes a charge move or makes a pile-in move. If the roll is greater than that unit’s Bravery characteristic, it cannot make that move.
The LUMINETH REALM-LORDS keyword is used in the following Lumineth Realm-lords warscrolls:
Blind the Enemy
You complete this tactic if 4 or more spells are successfully cast with different friendly LUMINETH REALM-LORDS units in this turn.
The WIZARD keyword is used in the following Maggotkin of Nurgle warscrolls:
The WIZARD keyword is used in the following Lumineth Realm-lords warscrolls:
The LUMINETH REALM-LORDS and WIZARD keywords are used in the following Lumineth Realm-lords warscrolls:
Merciless BlizzardEmbracing the savage magic of Andtor, the wizard becomes a conduit through which a storm of raw aetheric energy blasts directly into the foe.
Merciless Blizzard is a spell that has a casting value of 12 and a range of 12". If successfully cast, pick 1 enemy unit within range and visible to the caster. That unit suffers 4D6 mortal wounds, but for each roll of 1, the caster also suffers D3 mortal wounds that cannot be negated. The range of this spell cannot be modified and must be measured from the caster, even if an ability would allow you to measure it from elsewhere. This spell cannot be cast by a unit that was set up or moved earlier in this phase.
The VANARI and HERO keywords are used in the following Lumineth Realm-lords warscrolls:
The SCINARI and HERO keywords are used in the following Lumineth Realm-lords warscrolls:
The SPIRIT OF THE MOUNTAIN keyword is used in the following Lumineth Realm-lords warscrolls:
The LUMINETH REALM-LORDS and HERO keywords are used in the following Lumineth Realm-lords warscrolls:
The ALARITH keyword is used in the following Lumineth Realm-lords warscrolls:
The SCINARI and WIZARD keywords are used in the following Lumineth Realm-lords warscrolls:
The VANARI and WIZARD keywords are used in the following Lumineth Realm-lords warscrolls:
|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.|
The YMETRICA and ALARITH keywords are used in the following Lumineth Realm-lords warscrolls:
The ILIATHA and VANARI keywords are used in the following Lumineth Realm-lords warscrolls:
The ALUMNIA and VANARI keywords are used in the following Lumineth Realm-lords warscrolls:
The HELON keyword is used in the following Lumineth Realm-lords warscrolls:
The HURAKAN keyword is used in the following Lumineth Realm-lords warscrolls:
|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.|
The VANARI keyword is used in the following Lumineth Realm-lords warscrolls:
The SCINARI keyword is used in the following Lumineth Realm-lords warscrolls:
The AELEMENTIRI keyword is used in the following Lumineth Realm-lords warscrolls: