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-lordsBattletome31.0October 2022
  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’ (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?
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 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.

Allies


Battle Traits

Lumineth Great Nations

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.

Lightning Reactions

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.

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 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.

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

Command Traits

Lords of the Warhosts

VANARI HERO only.

Grand Strategist

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

You can add 1 to the roll that determines whether you receive 1 command point if you carry out the Heroic Leadership heroic action (core rules, 7.1) with this general.

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.

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 D6 mortal wounds.


Lords of Brilliance

SCINARI HERO only.

Spellmaster

This general has studied the arcane arts for centuries.

Once per battle, this general can use the Magical Boost aetherquartz reserve ability without using an aetherquartz reserve to do so.

Loremaster

Few can rival this general knowledge of aelven magic.

This general knows 2 extra spells from the Lore of Hysh.

Fast Learner

This 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.


Lords of Air

WINDMAGE only.

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.’

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.

Gravity-defying Champion

This general is a celebrated champion of speed, dexterity and will.

Once per battle, you can re-roll 1 run roll, 1 charge roll and 1 casting roll for this general.


Lords of Stone

STONEMAGE only.

Tectonically Attuned

This Stonemage commands the very movements of tectonic plates to enhance the geomantic might of their aelementor patron.

At the start of your shooting phase, you can pick 1 friendly SPIRIT OF THE MOUNTAIN within 3" of this general. Add 1 to the Attacks characteristic of that unit’s Geomantic Blast until the end of that phase.

Enduring

This general’s stamina is legendary.

Add 3 to this general’s Wounds characteristic.

Unyielding Toughness

At this general’s arcane command, their disciples are infused with the endurance of the ancient peaks.

At the start of your hero phase, you can pick 1 friendly STONEGUARD unit wholly within 6" of this general. Add 1 to the Wounds characteristic of that unit until your next hero phase.

Designer’s Note: This can result in a model that is affected by this ability being slain if the wounds allocated to that model equal or exceed its Wounds characteristic once the effect of the ability ends.


Artefacts of Power

Gifts of the Sun

VANARI HERO only.

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.

Senlui Amulet

This amulet bestows great swiftness upon 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.

Waystone

This small sliver of dark rock hovers above the bearers 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" from all enemy units.


Heirlooms of Hysh

SCINARI HERO only.

Phoenix Stone

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

Once per battle, before you allocate a wound or mortal wound to another friendly LUMINETH REALM-LORDS HERO within 12" of the bearer, and that wound or mortal wound would cause that HERO to be slain, you can roll a dice. On a 3+, that wound or mortal wound is negated, you can heal up to D3 wounds allocated to that HERO and any wounds that remain to be allocated to it are negated.

Silver Wand

This slender wand is covered with winding Lumineth runes.

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

Rune of Senthoi

This icon amplifies the bearer’s connection to the arcane. Its power enhances further still in the presence of twinned determination.

Add 1 to unbinding and dispelling rolls for the bearer for each friendly SCINARI HERO within 6" of the bearer.


Gifts of the Winds

WINDMAGE only.

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.

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, that unit suffers 1 mortal wound. On a 2-4, that unit suffers 2 mortal wounds. On a 5+, that unit suffers 4 mortal wounds.

Buffeting Aspiragillum

The unpredictable currents that swirl and gust around this wand can disrupt enemy attacks.

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.


Gifts of the Mountains

STONEMAGE only.

Heartstone Amulet

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

The bearer has a ward of 4+ against mortal wounds.

Molten Talisman

This pendant’s tectonic energy amplifies the might of nearby Alarith.

Add 1 to wound rolls for attacks made with melee weapons by friendly ALARITH units wholly within 12" of the bearer if the bearer did not charge in the same turn.

Magmic Hammer

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

Add 1 to the number of mortal wounds caused by Arcane Bolt spells that are cast by the bearer.


Spell Lores

Lore of Hysh

TECLIS, SCINARI WIZARD and VANARI WIZARD (including Unique units) only.

Speed of Hysh

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

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

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 is a spell that has a casting value of 8 and a range of 10". If successfully cast, pick a point on the battlefield within range and visible to the caster. 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.

Protection of Hysh

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

Protection of Hysh is a spell that has a casting value of 8 and a range of 9". If successfully cast, until your next hero phase, friendly units wholly within range of the caster have a ward of 5+. This spell cannot be cast in the same hero phase as Protection of Teclis.

Overwhelming Heat

The caster causes the air to grow thicker and thicker with oppressive, overwhelming heat.

Overwhelming Heat is a spell that has a casting value of 7 and a range of 24". If successfully cast, pick 1 enemy unit wholly within range and visible to the caster. 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.

Ethereal Blessing

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

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

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 is a spell that has a casting value of 9. If successfully cast, until your next hero phase, your opponent must spend 2 command points to issue a command instead of 1.


Lore of the Winds

TECLIS and HURAKAN WIZARD only.

Howling Gale

The caster buffets foes with a gang of obstreperous currents that make it impossible for them to hear commands.

Howling Gale is a spell that has a casting value of 8 and a range of 12". If successfully cast, pick 1 enemy unit within range and visible to the caster. That unit cannot issue or receive commands until your next hero phase.

Healing Zephyr

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

Healing Zephyr is a spell that has a casting value of 6 and a range of 18". If successfully cast, pick 1 friendly LUMINETH REALM-LORDS unit wholly within range and visible to the caster. You can heal up to D3 wounds allocated to that unit.

Transporting Vortex

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

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


Lore of the High Peaks

TECLIS and ALARITH WIZARD only.

Unbreakable Stoicism

The caster imbues their allies with the steady patience of the aeons, allowing them to strike true even in the face of terrible danger.

Unbreakable Stoicism is a spell that has a casting value of 7 and a range of 12". If successfully cast, pick 1 friendly STONEGUARD unit wholly within range and visible to the caster. Until your next hero phase, that unit’s Crushing Blow ability causes mortal wounds on an unmodified hit roll of 5+ instead of 6.

Crippling Vertigo

The 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.

Living Fissure

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

Living Fissure is a spell that has a casting value of 7 and a range of 18". If successfully cast, pick 1 point on the battlefield within range of the caster that is visible to them and draw a straight line 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.


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).

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.
When friendly YMETRICA ALARITH units that have the Enduring as Rock ability are targeted by an attack, change the Rend characteristic for that attack to if the weapon used for that attack has a Rend characteristic of -1 or -2 instead of only -1.

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.
Add 1 to the Attacks characteristic of missile weapons used by friendly HELON units while they are within 6" of any enemy units.

PATH TO GLORY

The following section includes rules for your Path to Glory campaign if you are using a Lumineth Realm-lords army.

Purifiers of the Realms

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.

THALARI

In step 1 of the aftermath sequence, you gain 1 extra glory point for each friendly LUMINETH REALM-LORDS unit that survived the battle.

OREALI

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.

ALAITHI

In step 5 of the aftermath sequence, if you upgrade your stronghold, reduce the cost of upgrading your stronghold by 10.

YDRILIQI

In step 6 of the aftermath sequence, if you upgrade a territory you control, reduce the cost of upgrading that territory by 5.

YNGRA

In step 2 of the aftermath sequence, do not make injury rolls or casualty rolls for friendly LUMINETH REALM-LORDS units that took part in the battle.

SENLUI

In step 3 of the aftermath sequence, each friendly LUMINETH REALM-LORDS unit that survived the battle gains 1 extra renown point.

SENTHOI

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.

YLVAN

In step 3 of the aftermath sequence, you can pick 2 friendly LUMINETH REALM-LORDS units that took part in that battle to be your favoured warriors instead of 1.


Quests

When you pick a quest, you can pick from the following quests in addition to those in the Core Book.

QUEST

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.

QUEST

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.

QUEST

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.

QUEST

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.

Veteran Abilities

Each time a LUMINETH REALM-LORDS unit on your Path to Glory roster gains a veteran ability, you can pick from the following veteran abilities in addition to those in the Core Book.

LUMINETH REALM-LORDS VETERAN ABILITIES
Shining Exemplars: These veteran aelves are widely renowned for their speed, dexterity and will.
Once per battle, you can re-roll 1 run roll, 1 charge roll and 1 casting roll for this unit.
Goading Company: These warriors deliberately affect an air of arrogance to enrage the proudest enemies. In doing so, they selflessly draw their foe’s attention onto themselves.
This unit can use this veteran ability once per battle at the start of the combat phase. When it does so, you can pick 1 enemy HERO within 3" of this unit. That enemy HERO can only target this unit in that phase.
Supreme Blademasters: These aelves are outstanding warriors, said to possess true symbiosis with the souls of their weapons.
This unit can use this veteran ability once per battle at the start of the combat phase. When it does so, ignore negative modifiers when making hit rolls for attacks made by this unit in that phase.
Gone in a Flash: Upon the battlefield, this formation flows like water to misdirect their foes or else employs complex Hyshian arts to redeploy at the speed of light.
This unit can use this veteran ability once per battle. When it does so, instead of making a normal move with this unit, pick a point on the battlefield within 24" of it. Remove this unit from the battlefield and set it up again within 1" of that point and more than 9" from all enemy units.
Blessing of the Gale: Many mischievous wind spirits are familiar to these aelves. On occasion, they may ask the zephyrs to aid them, blowing against an enemy with such force that they have no choice but to stumble back.
This unit (excluding ALARITH units) can use this veteran ability once per battle at the start of the enemy movement phase. When it does so, you can pick 1 enemy unit within 3" of this unit. That unit must retreat.
Gift of the Mountain: These warriors have been favoured by the spirit of a mighty elder mountain, and their wargear contains shards of sacred rock that they can call upon to strengthen them in battle.
This unit (excluding HURAKAN units) can use this veteran ability once per battle at the start of the combat phase. When it does so, add 1 to the damage inflicted by attacks made by that unit until the end of that phase.

Territories

When making an exploration roll, if the roll is 61-66, that roll will correspond to a territory on the table below. Alternatively, you can pick 1 result from the Territories table in the Core Book that corresponds to a roll of 21-42.

Some of these territories allow you to send a unit to them. A unit cannot be sent to more than 1 territory in each aftermath sequence, and any such units cannot be picked for the ‘Borderlands’ territory in the Core Book.

LUMINETH REALM-LORDS FACTION TERRITORIES (D66)
61 SCORCHED EARTH
The white fires of the runes summoned here have left the land purified but also barren and of little use.
This territory cannot be controlled.

62 REALMGATE BEACHHEAD
Realmgates are one of the main avenues through which the dark powers enter the Mortal Realms. Capturing and purifying these gateways is a crucial means of fighting back against Chaos, though they must be constantly guarded by veteran warriors. You can never have more than 1 territory of this type.
In step 3 of the aftermath sequence, you can pick 1 unit on your order of battle to be sent to this territory on patrol. If you do so, roll a dice. On a 2+, that unit gains 1 renown point. However, on a 1, that unit must either make an injury roll or have its casualty score increased by 1 (whichever is applicable).
[Upgrade 15GP] Invasion Encampment: You can send 2 units to this territory instead of 1.

63 LAMBENT VALE
This curious stretch of land seems to be suffused with natural magics and is surely worthy of study. Once you have sufficiently meditated upon its secrets, you can use this knowledge to aid in the casting of more powerful spells.
You can never have more than 1 territory of this type. This territory has no effect until it is upgraded.
[Upgrade 25GP] Prisms of Power: In middle and higher tier battles, add 1 to casting rolls for friendly LUMINETH REALM-LORDS WIZARDS attempting to summon an endless spell.

64 MOUNTAINOUS SHRINE
Atop this glorious mountain, the Alarith have erected a shrine, garlanding the peak’s flanks with banners and daubing it with sigils of endurance and longevity. Should the temple grow large enough, it could serve as a vantage point from which your armies can better plan their campaigns.
This territory has no effect until it is upgraded.
[Upgrade 15GP] Observation Tower: In step 4 of the aftermath sequence, roll a dice if you won the battle. On a 4+, add 1 to the number of quest points you gain towards your quest (if applicable).

65 ILLUMINATED PATHWAYS
The light of Hysh can reveal many trails that the duller races might miss. Should you earn the trust of the land’s native spirits, they may allow you to walk these paths and gain an advantage over your enemies.
This territory has no effect until it is upgraded.
[Upgrade 10GP] All-seeing Ambush: During deployment in a Path to Glory battle, you can set up 1 friendly LUMINETH REALM-LORDS unit as a reserve unit in addition to any other units you can set up as reserve units. If you do so, at the end of your movement phase, you can set up that unit on the battlefield more than 9" from all enemy units.

66 RUINS OF FADED GLORY
Whether the toppled remains of a Hyshian spire or some other site of enlightenment that has been defiled, this place is a haunting reminder of your people’s failings, but it is also an encouragement to rise anew and never let the sins of the past be repeated.
You can never have more than 1 territory of this type. This territory has no effect until it is upgraded.
[Upgrade 30GP] Icon of Remembrance: In middle and higher tier battles, do not subtract 1 from the Bravery characteristic of friendly LUMINETH REALM-LORDS units that spend an aetherquartz reserve.

Battleplan

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 BATTLEPLAN
This 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 ARMIES
The 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 BATTLEFIELD
The upstart sets up the battlefield. Set up 1 Baleful Realmgate terrain feature in the centre of the battlefield.

FACTION TERRAIN
The upstart can set up a faction terrain feature.

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

WRATH AWAKENED
As 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 REINFORCEMENTS
Once 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 REALMGATE
Those 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 LENGTH
The battle lasts for 5 battle rounds or until the Baleful Realmgate in the centre of the battlefield is destroyed.

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.

Bonus Renown
At the end of the battle, the Lumineth Realm-lords player gains 1 extra glory point for each friendly LUMINETH REALM-LORDS unit on the battlefield.


MATCHED PLAY

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.

Grand Strategies

After you have picked your army, you can pick 1 of the grand strategies from the list below and record it on your army roster.

HYSH’S BANISHING RADIANCE
Lumineth Realm-lords army only.

Vanari Assault: When the battle ends, you complete this grand strategy if there are 4 or more friendly VANARI units on the battlefield and the model picked to be your opponent’s general has been slain.
Scinari Illumination: When the battle ends, you complete this grand strategy if there is a friendly SCINARI unit in each quarter of the battlefield.
Alarith Aftershock: When the battle ends, you complete this grand strategy if 2 or more friendly ALARITH units are contesting 2 or more objectives on the battlefield.
Hurakan Cyclone: When the battle ends, you complete this grand strategy if 3 or more friendly HURAKAN units are within 6" of the same enemy unit on the battlefield.

Battle Tactics

At the start of your hero phase, you can pick 1 battle tactic from the list below. You must reveal your choice to your opponent, and if your battle tactic instructs you to pick something, you must tell your opponent what you pick. You have until the end of that turn to complete the battle tactic. You cannot pick the same battle tactic more than once per battle.

PATHS TO ENLIGHTENMENT
Lumineth Realm-lords army only.

Priority Target: Pick 1 enemy MONSTER on the battlefield. You complete this tactic if that MONSTER is slain in this turn by attacks made by any friendly STARSHARD BALLISTAS.
Conserve Aetherquartz: Pick 1 enemy unit on the battlefield and 1 friendly LUMINETH REALM-LORDS unit that has at least 1 aetherquartz reserve. You complete this tactic if that enemy unit is destroyed by that LUMINETH REALM-LORDS unit in this turn and that LUMINETH REALM-LORDS unit still has at least 1 aetherquartz reserve at the end of this turn.
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.
Elemental Supremacy: Pick 1 enemy HERO on the battlefield and 1 friendly AELEMENTIRI unit that has at least 1 aetherquartz reserve. You complete this tactic if that HERO is slain by that AELEMENTIRI unit in this turn.
Hysh Made Manifest: You complete this tactic if there are 2 or more endless spells from your army on the battlefield at the end of this turn.
Ignore the Odds: When you reveal this battle tactic, pick 1 friendly LUMINETH REALM-LORDS unit and 1 enemy unit that are within 1" of each other. You complete this tactic if that enemy unit is destroyed in this turn and the LUMINETH REALM-LORDS unit you picked has not been destroyed.
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. Units cannot make a normal move if they are within 3" of an enemy unit.
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. Units cannot run if they are within 3" of an enemy unit.
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. Units cannot retreat if they are not within 3" of an enemy unit.
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.
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.

Crippling Vertigo

The 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.

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.

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

Leader
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).
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 SCINARI and HERO keywords are used in the following Lumineth Realm-lords warscrolls:

Leader

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

Leader

The SPIRIT OF THE MOUNTAIN keyword is used in the following Lumineth Realm-lords warscrolls:

Leader, Behemoth
Behemoth

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

None
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.
19.3.2 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.
14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound. Abilities of this type are referred to as wards, and the dice roll is referred to as a ward roll. Unless stated otherwise, the ward roll is made before the wound is allocated to the model in question. Up to 1 ward roll can be made for each wound or mortal wound. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model.

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

Leader, Behemoth
Leader
None
Behemoth
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.

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

Leader, Behemoth

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

Leader

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

Leader
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.
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).

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

Leader

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

Leader

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

Leader, Behemoth
Leader
None
Behemoth

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

Leader
Battleline
None
Artillery

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

Leader, Behemoth
Leader

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

Leader
Battleline
None
Artillery

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

Leader
None
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.

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

Leader
Battleline
None
Artillery

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

Leader

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

Artillery

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

Leader
None
© Vyacheslav Maltsev 2013-2022