Lumineth Realm-lords – Warscrolls

None


4"
2
4+
7
WARSCROLL

Alarith Stoneguard

The Alarith temples accept the mountain as their master and, in doing so, inherit part of its strength and resilience. They fight as immovable objects, wielding magical hammers that can crush enemy skulls in a single, perfectly measured blow.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Stone Mallet or Diamondpick Hammer
Stone Mallet or Diamondpick Hammer1"23+3+-11
Stratum Hammer(s)
Stratum Hammer(s)1"33+4+-1
PITCHED BATTLE PROFILE

Unit Size: 5      Points: 120
Battlefield Role: None
Base size: 32mm
Notes: Battleline in an YMETRICA army

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Alarith Temple

DESCRIPTION

A unit of Alarith Stoneguard has any number of models. The unit is armed with one of the following weapon options: Stone Mallet; or Diamondpick Hammer.

TRUESTONE SENESCHAL: 1 model in this unit can be a Truestone Seneschal. A Truestone Seneschal can be armed with a pair of Stratum Hammers instead of the unit’s weapon option.

STANDARD BEARER: 1 in every 5 models in this unit can be a Standard Bearer. A Standard Bearer is armed with a Stratum Hammer instead of the unit’s weapon option. You can re-roll battleshock tests for units that include any Standard Bearers.

ABILITIES

Crushing Blow: The Stoneguard land blows with the power of a mountain avalanche.
If the unmodified hit roll for an attack made with a Stone Mallet is 6, add 1 to the damage inflicted if that attack is successful.

Diamondpick Hammer: The diamond spike on this hammer can pierce through any armour.
If the unmodified hit roll for an attack made with a Diamondpick Hammer is 6, that attack inflicts 1 mortal wound on the target and the attack sequence ends (do not make a wound or save roll).

Pair of Stratum Hammers: A stratum hammer carries the weight of aeons-old rock.
You can re-roll hit rolls for a pair of Stratum Hammers.

KEYWORDS
ORDER, AELF, LUMINETH REALM-LORDS, AELEMENTIRI, ALARITH, STONEGUARD


24"
8
5+
10
WARSCROLL

Hurakan Spirit of the Wind

The winds of Hysh were forced to watch as the lands they once loved were corrupted by Chaos. Now, given focus by the Lumineth, they take the fight to the hated agents of disorder with arcane arrow, swirling shard-storm, and raging vortex all at once.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Bow of the Wind’s Vengeance
Bow of the Wind’s Vengeance18"42+3+-2D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Bow of the Wind’s Vengeance
Bow of the Wind’s Vengeance3"22+3+-2D3
Swirling Shards
Swirling Shards3"D33+3+-11
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 265
Battlefield Role: None
Base size: 60mm
Notes: Single

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Hurakan Temple

DESCRIPTION

A Hurakan Spirit of the Wind is a single model armed with a Bow of the Wind’s Vengeance and Swirling Shards.

FLY: This model can fly.

ABILITIES

Into the Gale: The cyclonic currents that surround a Spirit of the Wind make it very difficult for enemies to harm them.
Roll a dice each time you allocate a wound or mortal wound to this model. On a 5+, that wound or mortal wound is negated.

In addition, if an enemy model starts a pile-in move within 3" of any friendly units with this ability, subtract 2" from the distance that model can pile in during that phase (to a minimum of 1").

Living Cyclone: As a Spirit of the Wind moves across the battlefield, enemies are picked up and tossed about, buffeted into each other with crushing force by the aelementor’s mere passing.
Roll a dice for each enemy unit that is within 3" of this model after this model makes a charge move. On a 3+, that unit suffers 1 mortal wound, and subtract 1 from hit rolls for that unit until the end of the next combat phase. A unit cannot be affected by this ability more than once per phase.

Spirit of the Wind: A Spirit of the Wind never remains in one place for long.
At the end of the shooting phase, this model can make a normal move or a retreat of 12" (it cannot run). In addition, this model can retreat and still charge later in the same turn.

Windmage Symbiosis: Windmages are able to sustain Spirits of the Wind, refreshing the elemental energies that are their life force.
In your hero phase, if this model is within 12" of any friendly WINDMAGES, you can heal up to D3 wounds allocated to this model.

KEYWORDS
ORDER, LUMINETH REALM-LORDS, HURAKAN, SPIRIT OF THE WIND


14"
2
5+
7
WARSCROLL

Hurakan Windchargers

The mounted archers of the Hurakan sprint across the battlefield with the wind at their backs. Their agile Treerunner steeds bound from rock and bough to spring straight past the enemy defences, their riders firing with masterful aim all the while.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Windcharger Bow
Windcharger Bow12"23+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Windcharger Bow
Windcharger Bow3"13+3+-21
Claws
Claws1"23+4+-1
PITCHED BATTLE PROFILE

Unit Size: 5      Points: 155
Battlefield Role: None
Base size: 60 x 35mm
Notes: Battleline in a HELON army

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Hurakan Temple

DESCRIPTION

A unit of Hurakan Windchargers has any number of models, each armed with a Windcharger Bow.

MOUNT: This unit’s Treerunners attack with their Claws.

WINDSPEAKER SENESCHAL: 1 model in this unit can be a Windspeaker Seneschal. Add 1 to the Attacks characteristic of that model’s Windcharger Bow.

STANDARD BEARER: 1 in every 5 models in this unit can be a Standard Bearer. You can re-roll battleshock tests for a unit that includes any Standard Bearers.

ABILITIES

Windcharger Arrows: Windcharger arrows are guided to their target by aelementor winds.
Do not apply the cover modifier to save rolls for attacks made with a Windcharger Bow.

Go Where the Wind Blows: Treerunners can perform seemingly gravity-defying leaps, allowing them to bypass battlefield obstacles with ease.
When this unit makes a move, it can pass across terrain features in the same manner as a model that can fly.

KEYWORDS
ORDER, AELF, LUMINETH REALM-LORDS, AELEMENTIRI, HURAKAN, WINDCHARGERS


6"
2
4+
7
WARSCROLL

Myari’s Purifiers

Myari’s Purifiers epitomise different aspects of the Lumineth way of war. Bahannar cleaves to the Alarith tradition, whilst Senaela is an expert archer and Ailenn, as a Bladelord, has a near-supernatural mastery over the arts of the sword.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Auralan Bow
Auralan Bow18"23+4+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Stone Mallet
Stone Mallet1"33+3+-11
Sunmetal Greatsword
Sunmetal Greatsword1"22+2+-11
Vanari Dagger
Vanari Dagger1"13+4+-1
PITCHED BATTLE PROFILE

Unit Size: 3      Points: 240
Battlefield Role: None
Notes: Single, Unique. Myari Lightcaller and Myari’s Purifiers must be taken as a set. Although taken as a set, each is a separate unit.

DESCRIPTION

Myari’s Purifiers is a unit that has 3 models. Ailenn, the Mind’s Edge, is armed with a Sunmetal Greatsword; Bahannar is armed with a Stone Mallet; and Senaela is armed with an Auralan Bow and Vanari Dagger.

ABILITIES

Crushing Blow: The Stoneguard land blows with the power of a mountain avalanche.
If the unmodified hit roll for an attack made with this unit’s Stone Mallet is 6, add 1 to the damage inflicted if that attack is successful.

Guardians: The Purifiers fight alongside Myari Lightcaller, protecting the mage from harm.
Roll a dice before you allocate a wound or mortal wound to a friendly MYARI LIGHTCALLER within 3" of this unit. On a 2+, you must allocate that wound or mortal wound to this unit instead.

Sunmetal Weapons: Weapons forged from sunmetal can burn a victim from the inside out.
If the unmodified hit roll for an attack made with this unit’s Sunmetal Greatsword or Auralan Bow is 6, that attack inflicts 1 mortal wound on the target and the attack sequence ends (do not make a wound or save roll).

KEYWORDS
ORDER, AELF, LUMINETH REALM-LORDS, YMETRICA, MYARI’S PURIFIERS


6"
1
5+
6
WARSCROLL

Vanari Auralan Sentinels

Master archers, the Auralan Sentinels wield complex aelven bows that can either fire straight and true or loft arrows high in the air to curve down onto distant foes. When their High Sentinel channels power into their arrowheads, they are all the more lethal.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Auralan Bow: Aimed
Auralan Bow: Aimed18"13+4+-11
Auralan Bow: Lofted
Auralan Bow: Lofted30"14+4+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Champion’s Blade
Champion’s Blade1"23+4+-11
Vanari Dagger
Vanari Dagger1"13+4+-1
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 150
Battlefield Role: None
Notes: For each Vanari Auralan Wardens unit included in an army, 1 Vanari Auralan Sentinels unit or 1 Vanari Dawnriders unit can be included in the army as a Battleline unit.

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Auralan Legion

DESCRIPTION

A unit of Vanari Auralan Sentinels has any number of models, each armed with an Auralan Bow and Vanari Dagger.

HIGH SENTINEL: 1 model in this unit can be a High Sentinel. A High Sentinel is armed with a Champion’s Blade instead of an Auralan Bow and Vanari Dagger, and they carry a Scryhawk Lantern.

ABILITIES

Scryhawk Lantern: Every High Sentinel carries a lantern upon their back. Sharp-eyed scryhawks are drawn to its gentle light, over time forming a bond with the archers below. By hovering over the foe, these hawks direct their masters’ aim towards any enemies that may be hidden from sight.
At the start of your shooting phase, you can pick 1 enemy unit within 30" of this unit’s High Sentinel that is not visible to them. If you do so, you must choose the Lofted missile weapon characteristic for all attacks made with this unit’s Auralan Bows in that phase, but that enemy unit is treated as being visible to all friendly models from this unit until the end of that phase.

Many-stringed Weapon: An Auralan bow is a flexible weapon that can either fire arrows in aimed shots on a flat trajectory or loft them towards a distant target.
Before attacking with Auralan Bows, choose either the Aimed or Lofted missile weapon characteristics for all shooting attacks made by this unit in that phase.

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

MAGIC

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

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

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

KEYWORDS
ORDER, AELF, LUMINETH REALM-LORDS, VANARI, AURALAN SENTINELS


6"
2
4+
7
WARSCROLL

Vanari Bladelords

Bladelords are preternaturally talented in the art of the sword. Though of the Vanari, they are seconded to the Scinari, forming bodyguards for the Lumineth’s mages. In return they enjoy potent magical protection that sees them safe to the front line.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Sunmetal Greatblade: Perfect Strike
Sunmetal Greatblade: Perfect Strike2"1See below2+-21
Sunmetal Greatblade: Flurry of Blows
Sunmetal Greatblade: Flurry of Blows2"See below3+3+-1
Sunmetal Dual Blades
Sunmetal Dual Blades1"32+3+-11
PITCHED BATTLE PROFILE

Unit Size: 5      Points: 130
Battlefield Role: None
Base size: 32mm
Notes: For each SCINARI HERO included in an army, 1 Vanari Bladelords unit can be included in the army as a Battleline unit.

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Bladelord Host

DESCRIPTION

A unit of Vanari Bladelords has any number of models, each armed with a Sunmetal Greatblade.

BLADELORD SENESCHAL: 1 model in this unit can be a Bladelord Seneschal. That model is armed with a Sunmetal Greatblade or Sunmetal Dual Blades. Add 1 to the Attacks characteristic of a Bladelord Seneschal’s Sunmetal Greatblade.

ABILITIES

Guardians: Bladelords most commonly fight alongside Scinari, protecting them from harm.
Roll a dice before you allocate a wound or mortal wound to a friendly SCINARI model within 3" of any friendly units with this ability. On a 2+, you must allocate that wound or mortal wound to a friendly unit with this ability within 3" of that model, instead of to that model.

Swordmasters: Vanari Bladelords adopt different fighting styles depending upon the nature of their opponents.
Before fighting with this unit, choose either the Perfect Strike or Flurry of Blows Sunmetal Greatblade weapon characteristics. All of the models in the unit armed with Sunmetal Greatblades must use those characteristics when they attack. A Perfect Strike always hits (do not make a hit roll). A Flurry of Blows has an Attacks characteristic equal to the number of enemy models within 2" of the attacking model.

Vanashimor Banners: The banners worn by Vanari Bladelords, woven for them by the Scinari they protect, are proof against hostile magics.
Each time this unit is affected by a spell or endless spell, you can roll a dice. If you do so, on a 4+, ignore the effects of that spell or endless spell on this unit.

KEYWORDS
ORDER, AELF, LUMINETH REALM-LORDS, VANARI, BLADELORDS


14"
2
4+
7
WARSCROLL

Vanari Dawnriders

The Dawnriders charge the foe in tight formation, thundering into the enemy ranks and punching their lances through the chests of their foremost adversaries before leaping over their corpses so that their noble steeds might trample those behind.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Guardian’s Sword
Guardian’s Sword1"23+4+-11
Sunmetal Lance
Sunmetal Lance2"13+4+-1
Dashing Hooves
Dashing Hooves1"24+4+-1
PITCHED BATTLE PROFILE

Unit Size: 5      Points: 140
Battlefield Role: None
Base size: 60 x 35mm
Notes: For each Vanari Auralan Wardens unit included in an army, 1 Vanari Auralan Sentinels unit or 1 Vanari Dawnriders unit can be included in the army as a Battleline unit.

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Dawnrider Lance

DESCRIPTION

A unit of Vanari Dawnriders has any number of models, each armed with a Sunmetal Lance.

MOUNT: This unit’s stallion steeds attack with their Dashing Hooves.

STEEDMASTER: 1 model in this unit can be a Steedmaster. A Steedmaster is armed with a Sunmetal Lance and a Guardian’s Sword.

STANDARD BEARER: 1 in every 5 models in this unit can be a Standard Bearer. You can re-roll battleshock tests for units that include any Standard Bearers.

ABILITIES

Deathly Furrows: Vanari Dawnriders scythe through enemy infantry, trampling over lesser foes and carving a furrow of death through the enemy ranks.
At the start of the combat phase, you can say that this unit will use its Deathly Furrows ability. If you do so, in that phase, you can either add 1 to the Attacks characteristic of this unit’s melee weapons, but it can only target units that have a Wounds characteristic of 1 or 2 and do not have a mount, or you can add 2 to the Attacks characteristic of this unit’s melee weapons, but it can only target units that have a Wounds characteristic of 1 and do not have a mount.

Lances of the Dawn: When Vanari Dawnriders charge full pelt at the foe, their lances can punch through the thickest of armour in a blaze of light and explosive magical power.
If this unit made a charge move in the same turn, add 1 to wound rolls for attacks made with this unit’s Sunmetal Lances and improve the Rend characteristic of that weapon by 1.

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

MAGIC

The Steedmaster of this unit is a WIZARD while this unit has 3 or more models. They can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase. They know the Power of Hysh spell.

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

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

KEYWORDS
ORDER, AELF, LUMINETH REALM-LORDS, VANARI, DAWNRIDERS


Artillery


6"
5
5+
6
WARSCROLL

Vanari Starshard Ballistas

No normal ballistas, Vanari Starshards fire twin bolts of such fine craftsmanship they can punch through Chaos warplate. At need, their crews can load bolts that blind as well as maim, and they employ warding lanterns that likewise steal the enemy’s sight.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Starshard Bolts
Starshard Bolts30"23+3+-2D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Arming Swords
Arming Swords1"23+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 125
Battlefield Role: Artillery
Base size: 80mm
Notes: Single

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Starshard Battery

DESCRIPTION

A unit of Vanari Starshard Ballistas has any number of models, each armed with Starshard Bolts and Arming Swords.

ABILITIES

Blinding Bolts: A Starshard can be loaded with specialised bolts that explode with blinding light when they strike a target.
Once per battle, when you pick this unit to shoot, you can say that it will fire its blinding bolts. If you do so, units that are hit by an attack made by this unit in that phase are dazzled until the end of the turn. Subtract 1 from hit rolls for a unit that is dazzled. A unit cannot be dazzled more than once per turn.

Messenger Hawk: Every Starshard ballista is accompanied by a messenger hawk, which is used by the leaders of the army to direct the crew’s fire towards the most important targets.
Add 1 to hit rolls for attacks made with Starshard Bolts by this unit, if the attacks target an enemy unit that is visible to a friendly LUMINETH REALM-LORDS HERO that is within 18" of this unit.

Warding Lanterns: The crew of a Starshard ballista carry deployable aetherquartz lanterns that aid accuracy and dazzle attackers.
Roll a dice each time you allocate a wound or mortal wound to this unit if it has not made a move in the same turn. On a 6, that wound or mortal wound is negated. In addition, add 1 to the Attacks characteristic of this unit’s Starshard Bolts if it has not made a move in the same turn.

KEYWORDS
ORDER, AELF, LUMINETH REALM-LORDS, VANARI, STARSHARD BALLISTAS


Battleline


6"
1
4+
6
WARSCROLL

Vanari Auralan Wardens

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

Unit Size: 10      Points: 145
Battlefield Role: Battleline
Notes: For each Vanari Auralan Wardens unit included in an army, 1 Vanari Auralan Sentinels unit or 1 Vanari Dawnriders unit can be included in the army as a Battleline unit.

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Auralan Legion

DESCRIPTION

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

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

ABILITIES

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

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

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

MAGIC

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

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

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

KEYWORDS
ORDER, AELF, LUMINETH REALM-LORDS, VANARI, AURALAN WARDENS


Leader


6"
5
5+
8
WARSCROLL

Alarith Stonemage

First amongst Teclis’ disciples to learn the ways of the aelementiri, the Stonemages bring the might of the mountain to the battlefield. They can control rocks, boulders and even gravity itself to crush and confound their adversaries.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Staff of the High Peaks
Staff of the High Peaks3"D33+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 130
Battlefield Role: Leader
Base size: 40mm
Notes: Single

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Alarith Temple

DESCRIPTION

An Alarith Stonemage is a single model armed with a Staff of the High Peaks.

ABILITIES

Stonemage Stance: A Stonemage is able to adopt a stance that allows them to deliver blows with shattering force. Nearby Alarith Stoneguard can emulate their movements to land equally powerful attacks.
At the start of the combat phase, you can say that this model will adopt the Stonemage Stance. If you do so, this model and any friendly ALARITH STONEGUARD units wholly within 12" of this model cannot make a pile-in move in that phase. However, until the end of that phase, improve the Rend characteristic of melee weapons used by this model and those friendly units by 1.

MAGIC

This model is a WIZARD. It can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Gravitic Redirection spells.

Gravitic Redirection: The caster reduces gravity around them to almost zero, redirecting the force to weigh down a nearby foe.
Gravitic Redirection has a casting value of 5. If successfully cast, until your next hero phase, the caster can fly.

In addition, you can pick 1 enemy unit within 18" of the caster. If you do so, that unit suffers 1 mortal wound and, until your next hero phase, that unit’s Move characteristic is halved and it cannot fly.

KEYWORDS
ORDER, AELF, LUMINETH REALM-LORDS, AELEMENTIRI, ALARITH, HERO, WIZARD, STONEMAGE


6"
8
3+
8
WARSCROLL

Ellania and Ellathor, Eclipsian Warsages

The twins Ellania and Ellathor are prodigies, lacking in experience, but making up for it with unalloyed excellence. Fate smiles upon them, for their patrons are gods – Teclis has gifted the mage Ellania with his tutelage, just as Tyrion favours Ellathor.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Altairi
Altairi1"42+3+-2See below
Dianaer
Dianaer1"23+3+-1D3
Moonbright Talons
Moonbright Talons1"23+3+-11
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 285
Battlefield Role: Leader
Base size: 40mm
Notes: Single, Unique. This unit can be included as an ally in any army that has an ORDER general.

DESCRIPTION

Ellania and Ellathor are named characters that are a single model. They are armed with the blade Altairi and the staff Dianaer.

COMPANION: Ellania and Ellathor are accompanied by the lune-owl Atheane, who attacks with her Moonbright Talons.

ABILITIES

Aspect of Celennar: Ellania enjoys the protection of Celennar and is accompanied by an owl familiar that grants her a measure of the moon-spirit’s arcane knowledge and insight.
Add 1 to casting, dispelling and unbinding rolls for this model.

Realm Wanderers: Ellania and Ellathor travel the Mortal Realms searching for knowledge, helping any who fight for Order along the way.
This model can be included as an ally in armies that have an ORDER general. In addition, if this model is within 3" of your general at the start of your hero phase, roll a dice. On a 4+, you receive 1 extra command point. However, this model can never be a general.

Altairi: Tyrion has gifted Ellathor with an enchanted blade of awesome power that blazes with increasing intensity from the moment it is unsheathed in battle.
The Damage characteristic of Altairi is equal to the number of the current battle round.

In addition, once per battle in your shooting phase, you can declare that Ellathor will unleash a blazing sunbolt. If you do so, pick 1 point on the battlefield within 12" of this model that is visible to it and draw an imaginary straight line 1mm wide between that point and the closest point on this model’s base. Roll a dice for each unit that has any models passed across by this line. On a 2+, that unit suffers a number of mortal wounds equal to the number of the current battle round.

Sudden Translocation: Should Ellathor use Altairi for too long, he will start to be overwhelmed by its arcane power, and Ellania will be forced to transport him away from the battle lest he be transformed into a creature of blazing fury.
At the end of the combat phase, roll a dice if this model fought in that phase. If the roll is less than the number of the current battle round or less than the number of wounds allocated to this model, heal up to D6 wounds allocated to this model then remove it from the battlefield. Then, set up this model anywhere on the battlefield that is more than 12" from any enemy models. If this is impossible, this model is removed from play but does not count as having been slain.

MAGIC

This model is a WIZARD. It can attempt to cast 2 spells in your hero phase and attempt to unbind 2 spells in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Salvation of Hysh spells.

Salvation of Hysh: A veil of magical energy like a shimmering aurora descends upon the caster, protecting them from harm.
Salvation of Hysh has a casting value of 6. If successfully cast, until your next hero phase, roll a dice each time a wound or mortal wound is allocated to the caster. On a 5+, that wound or mortal wound is negated.

KEYWORDS
ORDER, AELF, LUMINETH REALM-LORDS, SCINARI, VANARI, ILIATHA, HERO, WIZARD, ELLANIA AND ELLATHOR


16"
5
5+
7
WARSCROLL

Hurakan Windmage

Such is the mastery of the Windmages that they are carried at all times upon the winds they call their allies. They coax the aelementors to carry their fellow Hurakan into the air whilst visiting the gale-force wrath of Hyshian tempests upon their enemies.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Aspiragillum
Aspiragillum3"23+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 120
Battlefield Role: Leader
Base size: 60 x 35mm
Notes: Single

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Hurakan Temple

DESCRIPTION

A Hurakan Windmage is a single model armed with an Aspiragillum.

FLY: This model can fly.

ABILITIES

Fan of Redirection: The fan carried by a Windmage can be used to brush aside enemy missiles, redirecting them into the ground or even nearby foes.
Add 1 to save rolls for attacks made with missile weapons that target this model. In addition, if the unmodified save roll for an attack made with a missile weapon that targets this model is 6, after all of the attacking unit’s attacks have been resolved, you can inflict 1 mortal wound on 1 enemy unit within 9" of this model that is visible to it.

Windleap: Windmages often accompany Windchargers into battle, allowing the cavalry archers to perform soaring leaps right over the heads of their enemies.
If a friendly WINDCHARGERS unit starts a move wholly within 6" of this model, when it makes that move, that unit has a Move characteristic of 16" and can fly.

MAGIC

This model is a WIZARD. It can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Windblast Vortex spells.

Windblast Vortex: The caster calls forth a vortex that they can send roaring towards the foe at will.
Windblast Vortex has a casting value of 5. If successfully cast, in your next shooting phase, you can pick 1 enemy unit within 9" of the caster and roll a dice. On a 2+, that enemy unit suffers D3 mortal wounds.

KEYWORDS
ORDER, AELF, LUMINETH REALM-LORDS, AELEMENTIRI, HURAKAN, HERO, WIZARD, WINDMAGE


16"
6
3+
9
WARSCROLL

Lyrior Uthralle, Warden of Ymetrica

Lyrior Uthralle fights with the confidence of a demigod, darting through the fray on his lightcourser steed, Farael. Though deeply scarred by the loss of his family to a tribe of orruks, he is a true statesman and knows well his first duty is to defeat Chaos.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Daemonbane
Daemonbane18"12+2+-2D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Daemonbane
Daemonbane3"12+2+-2D3
Regent’s Sword
Regent’s Sword1"52+3+-11
Horns and Claws
Horns and Claws1"43+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 215
Battlefield Role: Leader
Base size: 90 x 52mm
Notes: Single, Unique

DESCRIPTION

Lyrior Uthralle is a named character that is a single model. He is armed with Daemonbane and a Regent’s Sword.

MOUNT: Farael attacks with his Horns and Claws.

ABILITIES

Daemonbane: Lyrior’s arcane lance can send out a beam of exorcising light that inflicts terrible damage, especially on the daemonic minions of the Chaos Gods.
The damage inflicted by a successful attack made with Daemonbane is 3 instead of D3 if the target has the CHAOS and DAEMON keywords.

Purest Aetherquartz: Every Lord Regent carries a reserve of the finest aetherquartz, which burns with the dazzling brilliance of Hysh.
Subtract 1 from hit rolls for attacks that target this model, and add 1 to the casting roll when it attempts to cast Greater Power of Hysh. If this model is part of a Lumineth Realm-lords army and uses its last aetherquartz reserve, this ability cannot be used by this model for the rest of the battle.

Sunmetal Weapons: The blades carried by Vanari Lord Regents are forged from sunmetal, which can burn a victim from the inside out.
If the unmodified hit roll for an attack made with a Regent’s Sword is 6, that attack inflicts 1 mortal wound on the target and the attack sequence ends (do not make a wound or save roll).

Voice of Tyrion: Lyrior is part of Tyrion’s inner circle, and he speaks with the authority of the god himself in matters military.
If this model is part of your army and on the battlefield at the start of your hero phase, and TECLIS is not part of your army, roll a dice. On a 2+, you receive 1 command point.

MAGIC

This model is a WIZARD. It can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase. It knows the Greater Power of Hysh spell.

Greater Power of Hysh: Lumineth wizards can use their arcane arts to empower sunmetal, making it burn with an even greater intensity.
Greater Power of Hysh has a casting value of 7. If successfully cast, pick up to D3 friendly LUMINETH REALM-LORDS units with the Sunmetal Weapons ability that are wholly within 18" of the caster and visible to them. Until your next hero phase, the Sunmetal Weapons ability of those units causes mortal wounds to be inflicted on an unmodified hit roll of 5+ instead of 6.

KEYWORDS
ORDER, AELF, LUMINETH REALM-LORDS, VANARI, YMETRICA, HERO, WIZARD, LORD REGENT, LYRIOR UTHRALLE


6"
5
5+
8
WARSCROLL

Myari Lightcaller

Steeped in arcane skill, Myari Lightcaller leads a tight-knit group of Lumineth in an attempt to stop the Katophrane curse from spreading across the Mortal Realms. Bolstered by his familiar Ulari, he wields Hyshian magic to dazzle and sear his foes.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Searing Beams
Searing Beams18"33+3+-21
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Staff of Enlightenment
Staff of Enlightenment1"33+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 240
Battlefield Role: Leader
Notes: Single, Unique. Myari Lightcaller and Myari’s Purifiers must be taken as a set. Although taken as a set, each is a separate unit.

DESCRIPTION

Myari Lightcaller is a named character that is a single model. He is armed with Searing Beams and the Staff of Enlightenment.

ABILITIES

Scryowl Familiar: Nothing escapes the piercing gaze of Myari’s familiar, Ulari, as the scryowl soars above the battlefield.
Add 1 to casting, unbinding and dispelling rolls for this model. In addition, at the start of your hero phase and at the start of your shooting phase, you can pick 1 enemy unit within 24" of this model that is not visible to this model. That enemy unit is visible to this model until the end of that phase.

MAGIC

This model is a WIZARD. It can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Dazzling Light spells.

Dazzling Light: The caster surrounds themselves and nearby allies with blinding light, forcing foes to avert their gaze.
Dazzling Light has a casting value of 6. If successfully cast, until your next hero phase, subtract 1 from hit rolls for attacks that target the caster and subtract 1 from hit rolls for attacks made with missile weapons that target other friendly units wholly within 6" of the caster.

KEYWORDS
ORDER, AELF, LUMINETH REALM-LORDS, SCINARI, YMETRICA, HERO, WIZARD, MYARI LIGHTCALLER


6"
5
5+
7
WARSCROLL

Scinari Calligrave

A Calligrave is an arcane specialist who changes reality with the stroke of a brush. Those runes he paints upon his enchanted parchments emblazon the battlefield a moment later, his spells writ large to burn the foe – or even erase them from existence.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Calligrave Blade
Calligrave Blade3"D33+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 115
Battlefield Role: Leader
Base size: 32mm
Notes: Single

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Starshard Battery

DESCRIPTION

A Scinari Calligrave is a single model armed with a Calligrave Blade.

ABILITIES

Realmscribe: With intense concentration, the Calligrave inscribes a rune whose vast, blazing parallel simultaneously appears upon the battlefield.
Once per battle, in your hero phase, instead of attempting to cast any spells with 1 friendly model with this ability, you can roll a dice. Add the number of the current battle round to the roll. On a 5+, pick a point anywhere on the battlefield. For the rest of the battle, do not take battleshock tests for friendly LUMINETH REALM-LORDS units that are wholly within 9" of that point, and add 1 to casting, dispelling and unbinding rolls for friendly LUMINETH REALM-LORDS WIZARDS that are within 9" of that point.

MAGIC

This model is a WIZARD. It can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Erasure spells.

Erasure: With a deft flourish, the Calligrave swiftly scribes a rune that opens gaping wounds in the flesh of a foe or concentrates on creating a more intricate symbol in preparation to wipe the target from existence entirely.
Erasure has a casting value of 7. If successfully cast, pick 1 enemy HERO within 24" of the caster. You can either inflict D3 mortal wounds on that HERO or mark them for erasure. However, if that HERO is already marked for erasure, then instead they suffer D6 mortal wounds and they are no longer marked for erasure.

KEYWORDS
ORDER, AELF, LUMINETH REALM-LORDS, SCINARI, HERO, WIZARD, CALLIGRAVE


6"
5
5+
7
WARSCROLL

Scinari Cathallar

The Scinari Cathallar is the single point of darkness in the shining host of their fellow Lumineth. They take the emotional trauma from their kin and weaponise it, unleashing this torment at the foe to render them crippled by angst and despair.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Despairing Touch
Despairing Touch1"14+2+-D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 145
Battlefield Role: Leader
Base size: 32mm
Notes: Single

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Auralan Legion

DESCRIPTION

A Scinari Cathallar is a single model armed with a Despairing Touch.

ABILITIES

Emotional Transference: A Scinari Cathallar is capable of drawing forth any feelings of despair or doom from nearby Lumineth and redirecting these emotions to afflict the foe.
At the start of the battleshock phase, you can pick 1 friendly LUMINETH REALM-LORDS unit wholly within 18" of this model and roll a dice. On a 2+, do not take a battleshock test for that unit. In addition, if any models from that unit were slain during that turn, you can pick 1 enemy unit within 18" of this model that has to take a battleshock test in that phase. If you do so, add the number of models from that friendly unit that were slain during that turn to the modified battleshock roll for that enemy unit.

MAGIC

This model is a WIZARD. It can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Darkness of the Soul spells.

Darkness of the Soul: The caster fills the minds of their enemies with dark thoughts and negative emotions, making it hard for them to do anything other than contemplate their own futile existence.
Darkness of the Soul has a casting value of 7. If successfully cast, pick 1 enemy unit within 18" of the caster and visible to them. Until your next hero phase, roll 2D6 each time that unit makes a normal move, runs, retreats, makes a charge move, shoots or fights. Make the roll before the action is carried out. If the roll is greater than that unit’s Bravery characteristic, that unit cannot perform that action in that phase.

KEYWORDS
ORDER, AELF, LUMINETH REALM-LORDS, SCINARI, HERO, WIZARD, CATHALLAR


6"
6
4+
8
WARSCROLL

Scinari Loreseeker

Loreseekers strike a perfect balance between the Tyrionic and the Teclian disciplines, and they find great power in that harmony. They know the secrets of the realms: where to look for esoteric artefacts and how best to make use of them when they are found.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Eclipsian Staff
Eclipsian Staff12"23+3+-2D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Loreseeker Blade
Loreseeker Blade1"42+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 170
Battlefield Role: Leader
Base size: 32mm
Notes: Single

DESCRIPTION

A Scinari Loreseeker is a single model armed with an Eclipsian Staff and Loreseeker Blade.

ABILITIES

Loreseeker: Scinari Loreseekers bring the enemy’s secrets to light and turn them to the advantage of the Lumineth.
If an enemy model that bears an artefact of power is slain within 3" of any friendly models with this ability, you receive 1 command point.

Lone Agent: Scinari Loreseekers employ their skills as independent operatives to great effect upon the field of battle.
You can add 1 to save rolls for attacks that target this model if it is more than 9" from any friendly models.

In addition, instead of setting up this model on the battlefield, you can place it to one side and say that it is set up as a Lone Agent reserve unit. If you do so, at the start of the first battle round, before determining who has the first turn, you must set up this model on the battlefield anywhere that is more than 3" from any enemy units and not in your territory. If you set up this model within 6" of an objective that has no enemy units within 6" of it, you gain control of that objective, and your opponent cannot gain control of it while this model is within 6" of it.

MAGIC

This model is a WIZARD. It can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase. It knows the Arcane Bolt and Mystic Shield spells.

KEYWORDS
ORDER, AELF, LUMINETH REALM-LORDS, SCINARI, HERO, WIZARD, LORESEEKER


24"
10
5+
10
WARSCROLL

Sevireth, Lord of the Seventh Wind

The hot gale of the Hyshian deserts is made manifest in Sevireth. His arrows, though deadly, are not his fiercest weapon, for the sandstorm that whips around him can strip a man’s flesh from bone, erode the statues of tyrants and scour evil men from history.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Enathrai, the Howling Death
Enathrai, the Howling Death18"42+3+-3D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Enathrai, the Howling Death
Enathrai, the Howling Death3"22+3+-2D3
Swirling Shards
Swirling Shards3"D33+3+-11
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 345
Battlefield Role: Leader
Base size: 60mm
Notes: Single, Unique

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Hurakan Temple

DESCRIPTION

Sevireth is a named character that is a single model. He is armed with Enathrai, the Howling Death and Swirling Shards.

FLY: This model can fly.

ABILITIES

Into the Gale: The cyclonic currents that surround a Spirit of the Wind make it very difficult for enemies to harm them.
Roll a dice each time you allocate a wound or mortal wound to this model. On a 5+, that wound or mortal wound is negated.

In addition, if an enemy model starts a pile-in move within 3" of any friendly units with this ability, subtract 2" from the distance that model can pile in during that phase (to a minimum of 1").

Living Cyclone: As a Spirit of the Wind moves across the battlefield, enemies are picked up and tossed about, buffeted into each other with crushing force by the aelementor’s mere passing.
Roll a dice for each enemy unit that is within 3" of this model after this model makes a charge move. On a 3+, that unit suffers 1 mortal wound, and subtract 1 from hit rolls for that unit until the end of the next combat phase. A unit cannot be affected by this ability more than once per phase.

Scour: Sevireth has a loathing for the monuments of his enemies and can use the winds under his control to scour them down to nothing but smooth-surfaced rubble.
At the start of the charge phase, you can pick 1 faction terrain feature that is within 1" of this model. If you do so, this model cannot charge in that phase but you can roll a dice. On a 2+, the scenery rules on that terrain feature’s warscroll cannot be used for the rest of the battle.

Designer’s Note: The terrain feature can still be used to provide cover, and any scenery rules that apply to it which are not on its warscroll can still be used.

Searing Desert Winds: Sevireth is lord of burning-hot and parching desert winds. If Sevireth whirls around a foe for long enough, only desiccated corpses are left in his wake.
After this model makes a normal move (including if it moves at the end of the shooting phase), pick 1 enemy unit that has any models that this model passed across and roll a dice. On a 3+, that unit suffers D3 mortal wounds.

Spirit of the Wind: A Spirit of the Wind never remains in one place for long.
At the end of the shooting phase, this model can make a normal move or a retreat of 12" (it cannot run). In addition, this model can retreat and still charge later in the same turn.

Windmage Symbiosis: Windmages are able to sustain Spirits of the Wind, refreshing the elemental energies that are their life force.
In your hero phase, if this model is within 12" of any friendly WINDMAGES, you can heal up to D3 wounds allocated to this model.

KEYWORDS
ORDER, LUMINETH REALM-LORDS, HURAKAN, HERO, SPIRIT OF THE WIND, SEVIRETH


6"
7
3+
10
WARSCROLL

The Light of Eltharion

Eltharion has no physical form, only a spiritual essence given uncanny strength through Teclis’ magic. An ancestor of the Lumineth race, his avenging spirit is a puissant warrior and an inspiring hero to those aelves who witness his shining light.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Fangsword of Eltharion
Fangsword of Eltharion1"42+3+-3D3
Celennari Blade
Celennari Blade1"22+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 250
Battlefield Role: Leader
Base size: 50mm
Notes: Single, Unique

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Teclian Vanguard

DESCRIPTION

The Light of Eltharion is a named character that is a single model. He is armed with the Fangsword of Eltharion and the Celennari Blade, and he wears Spirit Armour.

ABILITIES

Celennari Blade: This blade was forged by Teclis using Celennar’s scryer-stone ores. The lunar gem in its hilt allows the bearer to predict where an opponent will be most vulnerable.
At the start of the combat phase, you can pick 1 enemy HERO within 3" of this model. If you do so, add 1 to the damage inflicted by successful attacks made with this model’s Celennari Blade that target that HERO in that phase.

Fangsword of Eltharion: The original Fangsword was a powerful heirloom of Eltharion’s mortal dynasty. The incarnation of the Fangsword wielded by the Light of Eltharion is crafted from sunmetal and has a solar jewel in its hilt, making it even mightier than the sword whose legacy it propagates.
Add 1 to wound rolls for attacks made with this model’s Fangsword of Eltharion if this model made a charge move in the same turn. In addition, if the unmodified wound roll for an attack made with this model’s Fangsword of Eltharion is 6, that attack inflicts 1 mortal wound on the target in addition to any normal damage.

Searing Darts of Light: Darts of brilliance hurtle from the Light of Eltharion’s outstretched fingers, shooting through nearby enemies.
In your shooting phase, you can pick 1 enemy unit within 18" of this model that is visible to them and roll a dice. On a 1, nothing happens. On a 2-4, that unit suffers D3 mortal wounds. On a 5+, that unit suffers D6 mortal wounds.

Spirit Armour: Instead of protecting a body of flesh and blood, this armour houses the undying spirit of the mighty warrior Eltharion. Though animated by the Light of Eltharion, it is essentially hollow – even a penetrating thrust may simply pass through the glowing form within.
Ignore modifiers (positive or negative) when making save rolls for attacks that target this model. In addition, halve the damage inflicted by attacks made with missile weapons or melee weapons that target this model (rounding up).

Supreme Swordmaster: The Light of Eltharion is a consummate warrior and one of the greatest swordsmen of all time.
Ignore negative modifiers when making hit rolls for attacks made by this model. In addition, if the unmodified hit roll for an attack made by this model is 6, that attack scores 2 hits on the target instead of 1. Make a wound and save roll for each hit.

COMMAND ABILITIES

Unflinching Valour: The Light of Eltharion can communicate telepathically with the warriors of the Lumineth Realm-lords, instilling them with his own dour certainty and unwavering courage.
You can use this command ability at the start of the battleshock phase. If you do so, pick 1 friendly model with this command ability. Until the end of that phase, all friendly LUMINETH REALM-LORDS units wholly within 24" of that model are treated as having a Bravery characteristic of 10.

KEYWORDS
ORDER, AELF, LUMINETH REALM-LORDS, HERO, LIGHT OF ELTHARION


6"
5
3+
8
WARSCROLL

Vanari Bannerblade

The central point of many a Vanari battleline, each Bannerblade is a locus of surety in the maelstrom of battle. The World Banners they bear are priceless artefacts, for they can unleash the power of a Hyshian dawn to blind, melt and even kill.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Bannerblade’s Sword
Bannerblade’s Sword1"42+3+-11
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 120
Battlefield Role: Leader
Base size: 40mm
Notes: Single

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Lumineth Battlehost

DESCRIPTION

A Vanari Bannerblade is a single model armed with a Bannerblade’s Sword.

ABILITIES

World Banner: This mighty standard is adorned with symbols of great importance to the Lumineth. In extremis, it can be used to unleash a blast of Hyshian energy to smite enemies.
Add 1 to the Bravery characteristic of friendly LUMINETH REALM-LORDS units that are wholly within 18" of any friendly BANNERBLADES. Add 3 instead of 1 if any of those BANNERBLADES is within 3" of any enemy units.

In addition, once per battle at the start of any phase, you can say that this model will draw on the power of its World Banner. If you do so, roll a dice for each enemy unit within 18" of this model. If the roll is equal to or less than the number of the current battle round, that unit suffers D3 mortal wounds, and subtract 1 from hit rolls for that unit until the end of that phase.

Sunmetal Weapons: The swords carried by Vanari Bannerblades are forged from sunmetal, which can burn a victim from the inside out.
If the unmodified hit roll for an attack made with a Bannerblade’s Sword is 6, that attack inflicts 1 mortal wound on the target and the attack sequence ends (do not make a wound or save roll).

KEYWORDS
ORDER, AELF, LUMINETH REALM-LORDS, VANARI, HERO, TOTEM, BANNERBLADE


14"
6
3+
8
WARSCROLL

Vanari Lord Regent

Each Lord Regent carries high authority within the Vanari military, for they are representatives of Tyrion himself. These august warriors glow with the highly charged aetherquartz they wear, inspiring those around them through word as well as deed.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Regent’s Sword
Regent’s Sword1"52+3+-11
Horns and Claws
Horns and Claws1"33+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 155
Battlefield Role: Leader
Base size: 90 x 52mm
Notes: Single

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Lumineth Battlehost

DESCRIPTION

A Vanari Lord Regent is a single model armed with a Regent’s Sword.

MOUNT: This model’s Lightcourser attacks with its Horns and Claws.

ABILITIES

Purest Aetherquartz: Every Lord Regent carries a reserve of the finest aetherquartz, which burns with the dazzling brilliance of Hysh.
Subtract 1 from hit rolls for attacks that target this model, and add 1 to the casting roll when it attempts to cast Greater Power of Hysh. If this model is part of a Lumineth Realm-lords army and uses its last aetherquartz reserve, this ability cannot be used by this model for the rest of the battle.

Sunmetal Weapons: The blades carried by Vanari Lord Regents are forged from sunmetal, which can burn a victim from the inside out.
If the unmodified hit roll for an attack made with a Regent’s Sword is 6, that attack inflicts 1 mortal wound on the target and the attack sequence ends (do not make a wound or save roll).

MAGIC

This model is a WIZARD. It can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase. It knows the Greater Power of Hysh spell.

Greater Power of Hysh: Lumineth wizards can use their arcane arts to empower sunmetal, making it burn with an even greater intensity.
Greater Power of Hysh has a casting value of 7. If successfully cast, pick up to D3 friendly LUMINETH REALM-LORDS units with the Sunmetal Weapons ability that are wholly within 18" of the caster and visible to them. Until your next hero phase, the Sunmetal Weapons ability of those units causes mortal wounds to be inflicted on an unmodified hit roll of 5+ instead of 6.

KEYWORDS
ORDER, AELF, LUMINETH REALM-LORDS, VANARI, HERO, WIZARD, LORD REGENT


Leader, Behemoth


16
4+
10
WARSCROLL

Archmage Teclis and Celennar, Spirit of Hysh

Teclis is a paragon of magical talent, a deific presence who has only become more powerful since uniting his soul with the lunasphinx Celennar. Their mastery of light protects the Lumineth armies whilst searing the foe to scattering ashes.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Lunar Staff
Lunar Staff18"12+2+-3D6
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Sword of Teclis
Sword of Teclis1"24+2+-3D3
Moonbright Talons
Moonbright Talons1"3+3+-22
DAMAGE
Wounds SufferedMoveMoonbright TalonsAura of Celennar
0-412"616"
5-710"512"
8-108"48"
11-136"36"
14+4"24"
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 740
Battlefield Role: Leader, Behemoth
Base size: 160mm
Notes: Single, Unique

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Teclian Vanguard

DESCRIPTION

Archmage Teclis is a named character that is a single model. He is armed with the Sword of Teclis and the Lunar Staff, and he carries the Discs of the Aelementiri.

CELENNAR: Teclis is accompanied by Celennar, Spirit of Hysh, who attacks with Moonbright Talons. For rules purposes, Celennar is treated in the same manner as a mount.

FLY: This model can fly.

ABILITIES

Archmage: When Teclis concentrates deeply enough, not even the most powerful wizards in the Mortal Realms can unbind his spells.
At the start of your hero phase, you must say if this model will cast 1 spell, 2 spells or up to 4 spells. If this model will cast 1 spell, when it attempts to cast that spell, it is automatically cast with a casting roll of 12 that cannot be modified (do not roll 2D6) and it cannot be unbound.

If this model will cast 2 spells, when it attempts to cast those spells, each is automatically cast with a casting roll of 12 that cannot be modified (do not roll 2D6). Enemy WIZARDS can attempt to unbind these spells.

If this model will cast up to 4 spells, when it attempts to cast those spells, each is automatically cast with a casting roll of 10 that cannot be modified (do not roll 2D6). Enemy WIZARDS can attempt to unbind these spells.

Aura of Celennar: The presence of Celennar grants nearby allies arcane knowledge and insight.
Add 1 to casting, dispelling and unbinding rolls for friendly LUMINETH REALM-LORDS units within range of this model’s Aura of Celennar ability. The range of the Aura of Celennar ability for this model is shown on the damage table above.

Discs of the Aelementiri: Teclis has mastered all four aelementiri disciplines. He carries at his belt magical discs that can cause the realm around him to absorb hostile magic.
In your hero phase, in addition to casting 1, 2 or up to 4 spells, this model can automatically dispel 1 endless spell (do not roll 2D6). In the enemy hero phase, this model can automatically unbind 1 enemy spell (do not roll 2D6).

Seeing Stone of Celennar: A priceless gift from Celennar to Teclis, this allows the bearer to see the flow of magic itself – and alter it to his whim.
Each time a friendly unit within range of this model’s Aura of Celennar ability is affected by an endless spell or a spell cast by an enemy WIZARD, you can roll a dice. On a 4+, ignore the effects of that spell or endless spell on that unit. Then, pick 1 enemy unit within 18" of that unit. That enemy unit suffers D3 mortal wounds. The range of the Aura of Celennar ability for this model is shown on the damage table above.

MAGIC

Teclis is a WIZARD. The number of spells that he can cast is determined using the Archmage ability above. He can attempt to unbind any number of spells in the enemy hero phase. He knows the Arcane Bolt, Mystic Shield, Protection of Teclis and Storm of Searing White Light spells.

Protection of Teclis: Teclis opens his arms wide, creating a field of glowing energy that protects all of his allies that are nearby.
Protection of Teclis has a casting value of 10. 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 18" 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 Hysh.

Storm of Searing White Light: Beams of light shoot out from the caster’s forehead, cleaving through nearby enemies.
Storm of Searing White Light has a casting value of 10. If successfully cast, roll a dice for each enemy unit within 18" of the caster and visible to them. On a 1, nothing happens. On a 2-4, that unit suffers D3 mortal wounds. On a 5+, that unit suffers D6 mortal wounds.

KEYWORDS
ORDER, AELF, LUMINETH REALM-LORDS, MONSTER, HERO, WIZARD, TECLIS


6"
14
3+
10
WARSCROLL

Avalenor, the Stoneheart King

Of all the mountain spirits that march alongside the Lumineth, Avalenor is the eldest and the wisest. Unlike his fellows, he came to the aid of the aelves of his own accord and has been wielding his magical hammers in the name of Hysh ever since.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Geomantic Blast
Geomantic Blast13+2+-2D6
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Firestealer Hammers
Firestealer Hammers2"63+3+-1
Cloven Hooves
Cloven Hooves1"23+3+-12
DAMAGE
Wounds SufferedGeomantic BlastGuardian of HyshFirestealer Hammers
0-330"12"5
4-625"6"4
7-920"3"3
10-1215"2"2
13+10"1"1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 415
Battlefield Role: Leader, Behemoth
Base size: 100mm
Notes: Single, Unique

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Alarith Temple

DESCRIPTION

Avalenor, the Stoneheart King, is a named character that is a single model. He is armed with a Geomantic Blast, the Firestealer Hammers and Cloven Hooves.

ABILITIES

All but Immovable: A Spirit of the Mountain is at its most dangerous when it pauses, plants its feet solidly on the ground and takes careful stock of its surroundings before inflicting carnage upon its enemies.
If this model does not make a charge move in your charge phase, add 1 to the Attacks characteristic of this model’s melee weapons until your next movement phase.

Firestealer Hammers: The Firestealer Hammers channel the intense and freezing temperatures of Avalenor’s peak.
If the unmodified hit roll for an attack made with the Firestealer Hammers is 6, that attack inflicts 1 mortal wound on the target in addition to any normal damage.

Elder Wisdom: Those with the patience to earn the Stoneheart King’s trust will find themselves enlightened for the rest of their living days.
At the end of your hero phase, you can pick 1 friendly LUMINETH REALM-LORDS AELF HERO within 6" of this model. If that LUMINETH REALM-LORDS AELF HERO is within 6" of this model at the start of your next hero phase, then the first command issued by that Lumineth Realm-lords Aelf Hero in that turn is issued without a command point being spent.

Guardian of Hysh: It is said that Avalenor is formed entirely of aetherquartz, causing him to glow with a dazzling light in even the darkest of locations.
Subtract 1 from hit rolls for attacks made by enemy models that are within range of this model’s Guardian of Hysh ability. The range of the Guardian of Hysh ability for this model is shown on the damage table above.

Stonemage Symbiosis: Stonemages are able to sustain a Spirit of the Mountain, allowing them to fight to their fullest potential.
When you look up a value on this model’s damage table, if this model is within 12" of a friendly STONEMAGE, this model is treated as if it has suffered 0 wounds.

COMMAND ABILITIES

Unshakeable Faith of the Mountains: Avalenor inspires total confidence in his aelven supplicants.
You can use this command ability at the start of the combat phase. If you do so, pick up to D3 friendly ALARITH AELF units wholly within 24" of a friendly model with this command ability. Add 1 to the Attacks characteristic of those units’ melee weapons in that combat phase.

KEYWORDS
ORDER, LUMINETH REALM-LORDS, ALARITH, YMETRICA, MONSTER, HERO, SPIRIT OF THE MOUNTAIN, AVALENOR


Behemoth


6"
12
3+
10
WARSCROLL

Alarith Spirit of the Mountain

Spirits of the Mountain are the war forms of the stony peaks that the Alarith temples have taken as their patrons. Avatars of incredible toughness and strength, they can smash castle gates and steam tanks with a single swing of their worldhammers.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Geomantic Blast
Geomantic Blast13+2+-2D6
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Stoneheart Worldhammer
Stoneheart Worldhammer3"43+2+-2
Cloven Hooves
Cloven Hooves1"23+3+-12
DAMAGE
Wounds SufferedGeomantic BlastStoneheart WorldhammerStoneheart Shockwave
0-230"512"
3-525"410"
6-720"38"
8-1015"26"
11+10"14"
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 375
Battlefield Role: Behemoth
Base size: 100mm
Notes: Single

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Alarith Temple

DESCRIPTION

An Alarith Spirit of the Mountain is a single model armed with a Geomantic Blast, Stoneheart Worldhammer and Cloven Hooves.

ABILITIES

All but Immovable: A Spirit of the Mountain is at its most dangerous when it pauses, plants its feet solidly on the ground and takes careful stock of its surroundings before inflicting carnage upon its enemies.
If this model does not make a charge move in your charge phase, add 1 to the Attacks characteristic of this model’s melee weapons until your next movement phase.

Ponderous Advice: A Lumineth commander can draw upon the ancient wisdom of a Spirit of the Mountain as long as they are willing to wait long enough for its carefully considered advice.
At the end of your hero phase, you can pick 1 friendly LUMINETH REALM-LORDS AELF HERO within 3" of this model. If that LUMINETH REALM-LORDS AELF HERO is within 3" of this model at the start of your next hero phase, then the first command issued by that LUMINETH REALM-LORDS AELF HERO in that turn is issued without a command point being spent.

Stoneheart Shockwave: When a Spirit of the Mountain smashes its worldhammer into the ground, it can direct the resulting shockwave at a nearby foe, hurling the enemy to its knees.
At the start of the enemy shooting phase and at the start of any combat phase, you can pick 1 enemy unit within range of this model’s Stoneheart Shockwave ability that is visible to this model. The range of the Stoneheart Shockwave ability for this model is shown on the damage table above. If you do so, subtract 1 from hit rolls for that unit until the end of that phase. A unit cannot be affected by this ability more than once per phase.

Stonemage Symbiosis: Stonemages are able to sustain a Spirit of the Mountain, allowing them to fight to their fullest potential.
When you look up a value on this model’s damage table, if this model is within 12" of a friendly STONEMAGE, this model is treated as if it has suffered 0 wounds.

COMMAND ABILITIES

Faith of the Mountains: A Spirit of the Mountain can inspire its aelven supplicants to fight all the harder in the name of Hysh.
You can use this command ability at the start of the combat phase. If you do so, pick 1 friendly ALARITH AELF unit wholly within 18" of a friendly model with this command ability. Add 1 to the Attacks characteristic of that unit’s melee weapons in that combat phase.

KEYWORDS
ORDER, LUMINETH REALM-LORDS, ALARITH, MONSTER, SPIRIT OF THE MOUNTAIN


14
3+
10
WARSCROLL

Carmine Dragon

The Carmine Dragon is a creature saturated with the arcane power of Shyish, its claws and fangs rippling with amethyst magic. With every roar, it unleashes deadly blasts of dark energy that strip its terrified victims of their souls.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Soul-sheering Blast
Soul-sheering Blast12"1
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Raking Claws
Raking Claws2"4+3+-22
Amethyst Fangs
Amethyst Fangs3"33+-2D6
DAMAGE
Wounds SufferedMoveRaking ClawsAmethyst Fangs
0-616"82+
7-914"73+
10-1111"64+
12+9"55+
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 475
Battlefield Role: Behemoth
Base size: 100mm
Notes: Single

DESCRIPTION

A Carmine Dragon is armed with Raking Claws, Amethyst Fangs and a Soul-sheering Blast.

FLY: This model can fly.

MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the ORDER keyword.

ABILITIES

Deathly Dark Scales: The Carmine Dragon’s hide is nigh-on impenetrable to all but the strongest of blows.
This model has a ward of 5+.

Soul-sheering Blast: Gouts of amethyst flame erupt from the Carmine Dragon’s open maw, sheering souls from their mortal forms and leaving bodies rendered to nothing more than a purpleglowing pile of ash.
Do not use the attack sequence for an attack made with Soul-sheering Blast. Instead, roll a dice. On a 5+, the target unit suffers D6 mortal wounds.

Spell Devourer: With the amethyst energies of the Realm of Endings coalescing through its body, the Carmine Dragon can force a magical effect to die off with a single pulse of thought.
Each time this model is affected by a spell or the ability of an endless spell, you can roll a dice. On a 4+, ignore the effects of that spell or the ability of that endless spell on this model.

KEYWORDS
ORDER, DRAGON, MONSTER, CARMINE DRAGON


14
3+
6
WARSCROLL

Dread Maw

Dread Maws are massive reptilian worms that spend most of their lives below ground, only surfacing to hunt. They use their hard rock-like coils to bind and crush their prey, and are able to tunnel through rock and soil as a fish swims through water.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Slime Spray
Slime Spray12"14+3+-2D6
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Cavernous Maw
Cavernous Maw3"33+2+D6
Writhing Coils
Writhing Coils2"4+4+-11
DAMAGE
Wounds SufferedMoveCavernous MawWrithing Coils
0-614"-33D6
7-812"-22D6
9-1010"-2D6
11+8"-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 495
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single

DESCRIPTION

A Dread Maw is armed with a Cavernous Maw, Writhing Coils and Slime Spray.

MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the DESTRUCTION or ORDER keyword.

ABILITIES

Devourer From Below: The Dread Maw’s ability to burrow through the ground means that it can emerge from any part of a battlefield without hindrance, taking its prey by surprise.
During deployment, instead of setting up this model on the battlefield, you can place it to one side and say that it is tunnelling through the earth in reserve. If you do so, at the end of your second movement phase, you must set up this model anywhere on the battlefield more than 9" from all enemy units.

Impenetrable Hide: Long exposure to the taint left behind from the Age of Chaos has made the armoured scales of Dread Maws all but impervious to harm.
This model has a ward of 5+.

Tunnel Worm: The Dread Maw grinds through rock and soil without resistance.
When this model makes a move, it can pass across terrain features and other models in the same manner as a model that can fly.

Yawning Maw: Their circular mouths studded with rows of sickle-shaped teeth, Dread Maws can swallow a fully armoured man whole.
Add 1 wound rolls for attacks made a Cavernous Maw if the target unit has a Wounds characteristic of 2 or less.

KEYWORDS
MONSTER, DREAD MAW


14
10
WARSCROLL

Incarnate Elemental of Beasts

Elementals of Beasts are gruesome fusions of meat and bone, bound together and given will by the raw magic of Ghur. Savage beyond imagining, they slash and gore their way through whole armies, reducing their enemies to mutilated heaps of flesh.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Amber Breath
Amber Breath12"D65+3+-2D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Savage Talons
Savage Talons2"3+4+-21
Impaling Horns
Impaling Horns2"44+3+-1D3
DAMAGE
Wounds SufferedMoveSaveSavage Talons
0-510"3+12
6-88"4+10
9-117"4+8
12+6"5+6
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 325
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single

DESCRIPTION

An Incarnate Elemental of Beasts is armed with Savage Talons, Impaling Horns and Amber Breath.

MONSTROUS ALLY: This unit can be included as an allied unit in any army whose general has the DESTRUCTION or ORDER keyword.

ABILITIES

Savage Frenzy: These creatures are at their most dangerous in their final moments, lashing out at their enemies in vengeful hatred.
If this model is slain, before removing it from play, it can fight. This model is then removed from play.

Howl of the Great Beast: The howl of an Incarnate Elemental of Beasts can freeze the blood of all who hear it.
Subtract 1 from the Bravery characteristic of enemy units while they are within 8" of this model.

Incarnate of Ghur: Incarnate Elementals are able to draw upon the energies from their realm to increase their strength.
Add 1 to wound rolls for attacks made by this model if it is within 1" of any terrain features with the Arcane or Mystical scenery rule from the Mysterious Terrain table (core rules, 28.1.3).

The Lure of Spilt Blood: The potent aroma of freshly spilt blood sends these creatures into a frenzy.
You can re-roll charge rolls for this model if it is within 12" of any enemy models that have any wounds allocated to them.

KEYWORDS
GHUR, MONSTER, INCARNATE ELEMENTAL OF BEASTS


14
10
WARSCROLL

Incarnate Elemental of Fire

An Incarnate Elemental of Fire is a magical creature formed from the wantonly destructive forces of Aqshy, the Realm of Fire. It appears as a great burning figure of cindered flesh engulfed in robes of furnace-hot flames.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Fiery Bolts
Fiery Bolts18"4+4+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Tendrils of Fire
Tendrils of Fire2"63+4+-1
Burning Lance
Burning Lance3"33+2+-22
DAMAGE
Wounds SufferedMoveSaveFiery Bolts
0-38"3+10
4-67"4+8
7-96"4+6
10-125"5+4
13+4"6+2
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 325
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single

DESCRIPTION

An Incarnate Elemental of Fire is armed with Tendrils of Fire, a Burning Lance and Fiery Bolts.

MONSTROUS ALLY: This unit can be included as an allied unit in any army whose general has the DESTRUCTION or ORDER keyword.

ABILITIES

Ashes to Ashes: The burning power of an Incarnate Elemental of Fire is no natural flame, but an insidious and almost wilfully destructive arcane force that eats into anything it touches, destroying them from within.
If the unmodified hit roll for an attack made by this model is 6, double the weapon’s Damage characteristic for that attack.

Gift of Elemental Fire: The very presence of an Incarnate Elemental of Fire brings destruction, as the heat that radiates off its form is enough to scorch metal and kindle flesh into bright flame.
At the end of the combat phase, roll a dice for each enemy unit within 3" of this model. On a 2+, that unit suffers D3 mortal wounds.

Incarnate of Aqshy: Incarnate Elementals are able to draw upon the energies from their realm to heal their bodies and increase their strength.
Add 1 to wound rolls for attacks made by this model if it is within 1" of any terrain features with the Arcane or Mystical scenery rule from the Mysterious Terrain table (core rules, 28.1.3).

KEYWORDS
AQSHY, MONSTER, INCARNATE ELEMENTAL OF FIRE


20
4+
6
WARSCROLL

Magma Dragon

These primordial beasts are among the most malevolent of dragon kind. Their gullet burns with the intensity of a raging volcano, and when roused to wrath they incinerate their foes with jets of flame, or else tear them to shreds with their enormous claws and fangs.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Brimstone Dragonfire
Brimstone Dragonfire18"1
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Furnace-hot Jaws
Furnace-hot Jaws3"43+2+D6
Crushing Claws
Crushing Claws2"4+3+-12
DAMAGE
Wounds SufferedMoveFurnace-hot JawsCrushing Claws
0-1016"-38
11-1314"-37
14-1612"-26
17+10"-25
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 585
Battlefield Role: Behemoth
Base size: 160mm
Notes: Single

DESCRIPTION

A Magma Dragon is armed with Furnace-hot Jaws, Crushing Claws and Brimstone Dragonfire.

MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the DESTRUCTION or ORDER keyword.

FLY: This model can fly.

ABILITIES

Brimstone Dragonfire: Unleashing the heat within, the Magma Dragon spews gouts of whitehot fire upon its prey.
Do not use the attack sequence for an attack made with this model’s Brimstone Dragonfire. Instead, roll a dice. On a 2+, the target unit suffers D6 mortal wounds. If the target unit has 10 or more models, it suffers 2D6 mortal wounds instead of D6.

Burning Blood: The lifeblood that flows through Magma Dragons is molten rock. To spill it is akin to standing beside a volcanic eruption.
Roll a dice each time a wound or mortal wound that was caused by a melee weapon is allocated to this model. On a 4+, the attacking unit suffers 1 mortal wound. On a 6, the attacking unit suffers D3 mortal wounds instead.

KEYWORDS
DRAGON, MONSTER, MAGMA DRAGON


12
4+
5
WARSCROLL

Merwyrm

Merwyrms are nightmarish creatures able to traverse both land and sea. Harbouring a malice cultivated in their endless struggle for survival upon the ocean floor, they loose this hatred upon any foolish enough go into battle against them.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Chill Breath
Chill Breath8"64+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Hideous Jaws
Hideous Jaws1"33+3+D3
Powerful Tail
Powerful Tail2"14+3+-1
DAMAGE
Wounds SufferedMoveHideous JawsPowerful Tail
0-58"-36
6-77"-2D6
8-96"-2D3
10+5"-12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 280
Battlefield Role: Behemoth
Notes: Single

DESCRIPTION

A Merwyrm is armed with Chill Breath, Hideous Jaws and a Powerful Tail.

MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the DESTRUCTION or ORDER keyword.

ABILITIES

Abyssal Predator: The Merwyrm’s usual prey are the leviathans of the deep, and they have a talent for latching onto their quarry and tearing away great chunks of flesh.
If the unmodified wound roll for an attack made with this model’s Hideous Jaws is 6, the Damage characteristic of that weapon for that attack is D6 instead of D3.

Stench of the Deep: The air around this beast is filled with an unholy stench of rotting flesh and brackish filth. This putrid smell upturns stomachs and stings eyes, weakening and blinding its enemies before they can attack.
Subtract 1 from hit rolls for attacks made with melee weapons that target this model.

Unnatural Metabolism: The Merwyrm’s cavernous jaws are so huge that stories abound of its ability to swallow a person whole, its wounds sealing each time it devours an unfortunate victim.
At the end of the combat phase, if any enemy models were slain by wounds inflicted by this model’s attacks in that combat phase, you can heal up to D3 wounds allocated to this model.

KEYWORDS
MONSTER, MERWYRM


Warscroll Battalion


Warscroll Battalion

Alarith Temple

PITCHED BATTLE PROFILE

Unit Size: -      Points: 120
Battlefield Role: Warscroll Battalion

BATTALIONS

This warscroll battalion can be used in the following warscroll battalions:
 • Lumineth Battlehost
 • Teclian Vanguard

ABILITIES

Skin to Stone: The Stoneguard of an Alarith Temple can turn aside enemy blows by making their skin become as hard and unyielding as stone.
At the start of the combat phase, any friendly STONEGUARD units from this battalion that are wholly within 12" of a friendly HERO from the same battalion can turn their skin to stone until the end of that phase. Add 1 to save rolls for attacks that target a unit that has turned its skin to stone, but models in a unit that has turned its skin to stone can only move 1" when they pile in.


Warscroll Battalion

Auralan Legion

ORGANISATION
 • 1 Scinari Cathallar
 • 2-4 units of Vanari Auralan Sentinels and an equal number of units of Vanari Auralan Wardens
PITCHED BATTLE PROFILE

Unit Size: -      Points: 120
Battlefield Role: Warscroll Battalion

BATTALIONS

This warscroll battalion can be used in the following warscroll battalions:
 • Lumineth Battlehost
 • Teclian Vanguard

ABILITIES

Shield of Light: When the warriors in an Auralan Legion stand together, they radiate a dazzling light that protects them from their foes.
Add 1 to save rolls for attacks made with missile weapons that target a friendly unit from this battalion while it is within 3" of any other friendly units from the same battalion.


Warscroll Battalion

Bladelord Host

ORGANISATION
 • 1 VANARI or SCINARI HERO
 • 2-3 units of Vanari Bladelords
PITCHED BATTLE PROFILE

Unit Size: -      Points: 100
Battlefield Role: Warscroll Battalion

BATTALIONS

This warscroll battalion can be used in the following warscroll battalions:
 • Lumineth Battlehost

ABILITIES

Calculated Response: Analysing potential weaknesses of the enemy even as they charge towards the Lumineth’s lines, the warriors in a Bladelord Host swiftly adopt a formation that is calculated to use their opponents’ momentum against them.
You can re-roll hit rolls of 1 for attacks made with melee weapons by units from this battalion that target an enemy unit that has made a charge move in the same turn.


Warscroll Battalion

Dawnrider Lance

ORGANISATION
 • 2-3 units of Vanari Dawnriders
PITCHED BATTLE PROFILE

Unit Size: -      Points: 120
Battlefield Role: Warscroll Battalion

BATTALIONS

This warscroll battalion can be used in the following warscroll battalions:
 • Lumineth Battlehost
 • Teclian Vanguard

ABILITIES

Shafts of Light: When a Dawnrider Lance closes with the enemy, it radiates 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 a friendly unit from this battalion that has made a charge move in the same turn.


Warscroll Battalion

Hurakan Temple

PITCHED BATTLE PROFILE

Unit Size: -      Points: 180
Battlefield Role: Warscroll Battalion

BATTALIONS

This warscroll battalion can be used in the following warscroll battalions:
 • Lumineth Battlehost

ABILITIES

Whirling Tornadoes: When the warriors of the Hurakan gather together in battle, the combined powers of their swirling aelementor allies allow them to run rings around their enemies with startling swiftness.
If a unit from this battalion is wholly within 12" of a HERO from the same battalion at the start of the combat phase, the models in that unit count as having made a charge move in the same turn.

Designer’s Note: This means that, when they pile in, these models can fly and move an extra 3" as described in the Move Like the Wind battle trait without having to have made a charge move in the same turn.


Warscroll Battalion

Lumineth Battlehost

It is rare that the Lumineth gather for war in great numbers, but when they field a host that brings together the wisdom of the Scinari, the might of the Vanari, and the spiritual strength of the aelementiri, they are almost unstoppable. The air shimmers and gleams around the shining companies as they advance, the leaders of each element sharing their expertise so they may better bring the light of Hyshian conquest to the barbaric and the cruel.
ORGANISATION
 • 1 Vanari Lord Regent
 • 1 Vanari Bannerblade
 • 0-3 SCINARI HEROES
 • 0-1 Alarith Temple
 • 0-1 Hurakan Temple
 • 1-2 Auralan Legions
 • 1-2 Dawnrider Lances
 • 1 Bladelord Host
 • 1 Starshard Battery
PITCHED BATTLE PROFILE

Unit Size: -      Points: 50
Battlefield Role: Warscroll Battalion

ABILITIES

Extraordinary Discipline: The commanders of this elite formation, and the warriors they lead, are some of the most skilful in all of the Mortal Realms.
If this battalion is part of your army, at the start of your hero phase, roll a dice for each HERO from this battalion that is on the battlefield. For each 6, you receive 1 extra command point.


Warscroll Battalion

Starshard Battery

ORGANISATION
 • 1 Scinari Calligrave
 • 3-5 units of Vanari Starshard Ballistas
PITCHED BATTLE PROFILE

Unit Size: -      Points: 120
Battlefield Role: Warscroll Battalion

BATTALIONS

This warscroll battalion can be used in the following warscroll battalions:
 • Lumineth Battlehost

ABILITIES

Ward Barrier: Under the shrewd guidance of a Scinari Calligrave, the crews of a Starshard Battery deploy their aetherquartz lanterns so that they create overlapping fields of protective energy.
If a STARSHARD BALLISTAS unit from this battalion is within 3" of another STARSHARD BALLISTAS unit from the same battalion, replace its Warding Lanterns ability with: ‘Roll a dice each time you allocate a wound or mortal wound to this unit if it has not made a move in the same turn. On a 5+, that wound or mortal wound is negated. In addition, add 1 to the Attacks characteristic of this unit’s Starshard Bolts if it has not made a move in the same turn.’


Warscroll Battalion

Teclian Vanguard

The Teclian Vanguard is a force that has already earned a terrifying reputation as it sallies forth from Hysh into the wider realms. What it lacks in numbers, this strike force more than makes up for in skill, precision and arcane might. The Auralan Legions form its main body, the swift-moving Dawnrider Lances its blade and the Alarith Temple its stony heart. With Teclis’ might augmenting all under his aegis, there is nothing it cannot achieve.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 80
Battlefield Role: Warscroll Battalion

ABILITIES

Blessing of Teclis: When a Teclian Vanguard deploys for battle, Teclis creates a shield of magical energy to protect it.
Roll a dice each time you allocate a wound or mortal wound to a friendly unit from this battalion while it is wholly within its own territory. On a 6, that wound or mortal wound is negated.


Endless Spell


Endless Spell WARSCROLL

Hyshian Twinstones

Pairs of prism-like jewels easily the size of the mages who conjure them, in times of great peril, Hyshian Twinstones can be wrenched from the heart of the Realm of Light to manifest as reservoirs of arcane power. As one is exhausted, the other regenerates its magical force, harnessing the aetheric energy expended around it in a constant feedback loop.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 50
Battlefield Role: Endless Spell
Base size: 50mm

SUMMONING: This endless spell is summoned with a spell that has a casting value of 5 and a range of 6". If successfully cast, set up this endless spell wholly within range and visible to the caster, and more than 1" from all models, other endless spells and invocations. Only LUMINETH REALM-LORDS WIZARDS can attempt to summon this endless spell.

Reservoir of Power: The twinstones glow brighter with each spell cast, forming a reservoir from which the Lumineth can draw greater power.
After this endless spell is summoned, place a dice beside it with the ‘1’ facing up. Each time a spell is successfully cast by a WIZARD that is within 12" of this endless spell and not unbound, increase the value of the dice beside this endless spell by 1, to a maximum of 6.

Before a LUMINETH REALM-LORDS WIZARD that is within 12" of this endless spell attempts to cast a spell, that WIZARD’s commanding player can say that they will draw on the power of the Twinstones. If they do so, they can add the value of the dice beside this endless spell to the casting roll. Then, after the effects of that spell have been resolved, this endless spell is removed from play.


Endless Spell WARSCROLL

Rune of Petrification

The dreaded Rune of Petrification is unleashed only in the direst peril, for once it has been summoned, it cannot easily be dispelled – and its curse is fearsome indeed. Those enemies who linger nearby will find their flesh hardening and turning to stone until they are but inert statues, monuments to their own folly in opposing the Lumineth.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 75
Battlefield Role: Endless Spell
Base size: 75 x 42mm

SUMMONING: This endless spell is summoned with a spell that has a casting value of 8 and a range of 18". If successfully cast, set up this endless spell wholly within range and visible to the caster, and more than 1" from all models, other endless spells and invocations. Only LUMINETH REALM-LORDS WIZARDS can attempt to summon this endless spell.

Turn to Stone: Any foes who remain too close to this hovering sigil will find their flesh hardening and turning into stone, until soon they are nothing more than lifelike statues.
At the start of the movement phase and at the end of the movement phase, roll a dice for each unit that is within 6" of this endless spell. On a 4+, that unit suffers D3 mortal wounds. In addition, subtract 1 from run rolls and charge rolls for units within 6" of this endless spell. This ability has no effect on LUMINETH REALM-LORDS units.


Endless Spell WARSCROLL

Sanctum of Amyntok

The ground splits to form a ritual circle around the mage and the life force of the realm springs forth in a crackling shield. Based around the rune Yngra, a sigil synonymous with rescue as well as imprisonment, the shield turns baleful spells and attacks into flashes of blinding light.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 60
Battlefield Role: Endless Spell
Base size: Use model

PARTS: This endless spell has 3 parts.

SUMMONING: This endless spell is summoned with a spell that has a casting value of 7 and a range of 3". If successfully cast, set up this endless spell wholly within range and visible to the caster, and more than 3" from all other models, terrain features, other endless spells, invocations and objectives. The parts of the endless spell must be set up touching each other so that they form a ring with the caster inside. Only LUMINETH REALM-LORDS WIZARDS can attempt to summon this endless spell.

A WIZARD in a garrison cannot attempt to summon this endless spell, and if this endless spell is summoned, the WIZARD that summoned it cannot join a garrison until this endless spell has been removed from play.

LINKED: If the model that summoned this endless spell is removed from play, then this endless spell is removed from play.

STATIONARY: While this endless spell is on the battlefield, the model that summoned this endless spell cannot move.

BARRIER: While this endless spell is on the battlefield, range and visibility to and from the model that summoned this endless spell is measured to and from this endless spell instead.

Sigil of Yngra: The sanctum turns baleful spells and attacks into flashes of blinding light.
Subtract 1 from hit rolls and add 1 to save rolls for attacks that target the model that summoned this endless spell while this endless spell is on the battlefield. In addition, at the end of the combat phase, if the model that summoned this endless spell was targeted by any attacks in that phase, roll a dice for each enemy unit within 3" of this endless spell. On a 1-3, nothing happens. On a 4-5, that enemy unit suffers 1 mortal wound. On a 6, that enemy unit suffers D3 mortal wounds.


Faction Terrain Feature


FACTION TERRAIN WARSCROLL

Shrine Luminor

The most powerful Lumineth sages can tap into the power of a realmstonerich metalith, and from there purify even the most corrupted battlefields of the energies that have ravaged it since the Age of Chaos. The aelves are lent a measure of geomantic power in the process, making their powers all the more formidable.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 0
Battlefield Role: Faction Terrain Feature
Base size: Use model

FACTION TERRAIN: Only Lumineth Realm-lords armies can include this faction terrain feature.

SET-UP: After territories are determined, you can set up this faction terrain feature wholly within your territory and more than 3" from all objectives and other terrain features. If both players can set up faction terrain features at the same time, they must roll off and the winner chooses who sets up their faction terrain features first.

DEFENSIBLE: This terrain feature is a defensible terrain feature that can be garrisoned by 1 LUMINETH REALM-LORDS HERO that is not a MONSTER and does not have a mount. The garrison is referred to as the terrain feature’s ‘Shrine Guardian’ in the rules on this warscroll.

Cleansing Rituals: A Shrine Luminor cleanses corruption from the lines of geomantic power that criss-cross the Mortal Realms.
Once per turn, you can re-roll 1 casting, dispelling or unbinding roll for 1 friendly LUMINETH REALM-LORDS HERO that is within 12" of this terrain feature. If this terrain feature has a Shrine Guardian, the range of this ability is 24" instead.

Shrine Guardian: Shrines Luminor are instrumental to the Lumineth’s efforts in cleansing Chaos from the Mortal Realms, and the aelves will follow without question the commands of those who guard them.
Once per turn, this terrain feature’s Shrine Guardian can issue a command without a command point being spent.
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.
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.
14.5 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.
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).

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

None
Leader

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

None
Leader
Leader, Behemoth
Behemoth
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.
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.
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.
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.
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.

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

Leader
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.

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

None
Leader

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

None
Leader
17.1.1 Cover
A target unit is in cover if all of the models in the unit are wholly on a terrain feature or behind a terrain feature. Add 1 to save rolls for attacks that target a unit that is in cover. A unit that has a Wounds characteristic of 10 or more or that has made a charge move in the same turn does not receive the benefit of being in cover.
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 MYARI LIGHTCALLER keyword is used in the following Lumineth Realm-lords warscrolls:

Leader
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.
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 LUMINETH REALM-LORDS and WIZARD keywords are used in the following Lumineth Realm-lords warscrolls:

Leader
Leader, Behemoth

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

None
Artillery
Battleline
Leader

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

Leader

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

Leader
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).
22.3.1 Mounts, Companions and Crew
Sometimes the description on a warscroll will say whether the models in the unit have mounts, companions or a crew. When a model attacks, its mount, companions and crew attack too, and when the model is removed from play, its mount, companions and crew are removed too. For rules purposes, companions and crew are treated in the same manner as mounts.

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

None
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.
Mystic Shield
The caster conjures up a shield of shimmering energy to protect themselves or an ally from harm.
Mystic Shield is a spell that has a casting value of 5 and a range of 12". If successfully cast, pick 1 friendly unit wholly within range and visible to the caster. Add 1 to save rolls for attacks that target that unit until your next hero phase.
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.

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

Leader

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

None

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

Leader, Behemoth

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

Leader
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).
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.
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 BANNERBLADE keyword is used in the following Lumineth Realm-lords warscrolls:

Leader

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

Leader, Behemoth
Behemoth
• Merwyrm

The LUMINETH REALM-LORDS, AELF and HERO keywords are used in the following Lumineth Realm-lords warscrolls:

Leader
Leader, Behemoth

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

Leader

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

None
Leader

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

Leader, Behemoth
Behemoth
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 DRAGON keyword is used in the following Lumineth Realm-lords warscrolls:

Behemoth

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

None

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

Leader

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

Artillery
1.5.3 Rolling Off
Sometimes a rule may require the players to roll off. To roll off, each player rolls a dice, and whoever rolls highest wins. If a roll-off is tied, roll off again. You cannot re-roll or modify the dice when you roll off.
© Vyacheslav Maltsev 2013-2021