Leader, Behemoth
One of the most powerful sorcerers in all the cosmos, Teclis is rightly known as the Mage God by his worshippers. When his power is joined to that of the Hyshian moon-spirit Celennar, entire armies can be annihilated through his divine spellcraft.
Lunar Staff |
| Lunar Staff | 18" | 1 | 2+ | 2+ | -3 | D6 |
Sword of Teclis |
| Sword of Teclis | 1" | 2 | 4+ | 2+ | -3 | D3 |
Moonbright Talons |
| Moonbright Talons | 1" | | 3+ | 3+ | -2 | 2 |
0-6 | Cast 1, 2 or up to 4 spells | 6 | 16" |
7-9 | Cast 1, 2 or up to 4 spells | 5 | 12" |
10-12 | Cast 2 or up to 4 spells | 4 | 9" |
13+ | Cast up to 4 spells | 3 | 6" |
Unit Size: 1 Points: 720
Battlefield Role: Leader, Behemoth
Base size: 160mm
Notes: Single, Unique
Archmage Teclis is armed with a Lunar Staff and the Sword of Teclis.
WIZARD: The number of
spells this unit can
cast is determined using the
Archmage ability below. Teclis can attempt to
unbind any number of spells in the enemy
hero phase. If this unit is part of a Lumineth Realm-lords army, it knows all of the spells from the
Lore of Hysh, the
Lore of the Winds and the
Lore of the High Peaks in addition to the other spells it knows.
MOUNT: Celennar, Spirit of Hysh, is armed with Moonbright Talons.
Archmage: When Teclis concentrates deeply enough, not even the most powerful wizards in the Mortal Realms can unbind his spells. Although, this power is not as it once was, thanks to the scars gifted by Nagash.
At the start of your
hero phase, you must say how many
spells this unit will
cast. The number of spells it can cast are shown on the
damage table above. If you say 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 you say 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). These spells can be unbound. If you say 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). These spells can be unbound.
Aura of Celennar: The presence of Celennar grants nearby allies arcane knowledge.
Add 1 to
casting,
dispelling and
unbinding rolls for friendly
LUMINETH REALM-LORDS units wholly within range of this unit’s
Aura of Celennar ability. The range of the
Aura of Celennar ability for this unit 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.
At the start of your
hero phase, in addition to
casting spells, this unit can automatically
dispel 1
endless spell (do not roll 2D6). In the enemy hero phase, this unit 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 unit’s Aura of Celennar ability is affected by the abilities of an
endless spell summoned by an enemy
WIZARD or a spell
cast by an enemy
WIZARD, you can roll a dice. On a 4+, ignore the effect of that spell or the effects of that endless spell’s abilities on that unit. Then, if the dice roll was successful, pick 1 enemy unit within 18" of that unit. That enemy unit suffers D3
mortal wounds.
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 is a spell that has a
casting value of 10 and a range of 18". If successfully cast, until your next
hero phase, friendly units have a
ward of 5+ while they are wholly within range of the caster. This spell cannot be cast in the same 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 is a spell that has a
casting value of 10 and a range of 18". If successfully cast, roll a dice for each enemy unit within range and visible to the caster. On a 1, nothing happens. On a 2-4, that unit suffers D3
mortal wounds. On a 5+, that unit suffers D6 mortal wounds.
ORDER, LUMINETH REALM-LORDS, AELF, HERO, MONSTER, WIZARD, TECLIS |
Avalenor is the eldest and wisest of all Hysh’s mountain spirits. He alone chose to stand with the aelves of his own accord, and his twin Firestealer Hammers have never rested in the defence of Hysh and its sibling realms - nor shall they while a single servant of the Dark Gods draws breath.
Geomantic Blast |
| Geomantic Blast | | 1 | 3+ | 2+ | -2 | D6 |
Firestealer Hammers |
| Firestealer Hammers | 2" | 6 | 3+ | 3+ | -2 | |
Cloven Hooves |
| Cloven Hooves | 1" | 2 | 3+ | 3+ | -1 | 2 |
0-6 | 25" | 12" | 5 |
7-9 | 20" | 6" | 4 |
10-12 | 15" | 3" | 3 |
13+ | 10" | 1" | 2 |
Unit Size: 1 Points: 440
Battlefield Role: Leader, Behemoth
Base size: 100mm
Notes: Single, Unique
Avalenor, the Stoneheart King, is armed with a Geomantic Blast, the Firestealer Hammers and Cloven Hooves.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Alarith Battlehost
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 unit does not make a
charge move in your
charge phase, add 1 to the Attacks characteristic of this unit’s melee weapons until your next
movement phase.
Enduring as Rock: When in a battle trance inspired by the mountain, the Alarith take on the aspect of stone, blades rebounding off their rock-hard skin.
When this unit is targeted by an attack, worsen the Rend characteristic of that attack by 1, to a minimum of 0.
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 causes 1
mortal wound to the target in addition to any damage it inflicts.
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 units within range of this unit’s Guardian of Hysh ability. The range of this unit’s Guardian of Hysh ability is shown on its
damage table.
Stonemage Symbiosis: Stonemages are able to sustain a Spirit of the Mountain, allowing them to fight to their fullest potential.
If this unit is within 12" of a friendly
STONEMAGE, use the top row on this unit’s
damage table, regardless of how many wounds it has suffered.
Unshakeable 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 your
combat phase. The unit that receives the command must be a friendly
ALARITH AELF unit. Add 1 to the Attacks characteristic of that unit’s melee weapons until the end of that phase. This unit can
issue this command up to 3 times in the same phase. If it does so, no
command points are spent the second and third times this unit issues this command in that phase. The same unit cannot benefit from this ability and the
Faith of the Mountains ability in the same phase.
ORDER, LUMINETH REALM-LORDS, ALARITH, HERO, MONSTER, TOTEM, SPIRIT OF THE MOUNTAIN, AVALENOR, YMETRICA |
Leader
Alarith Stonemages are experts in the magic of rock and earth, for they are as one with their mountain masters. In battle, they hurl boulders, turn their flesh to impervious stone and even control gravity itself to annihilate their foes.
Staff of the High Peaks |
| Staff of the High Peaks | 3" | D3 | 3+ | 3+ | -1 | 2 |
Unit Size: 1 Points: 130
Battlefield Role: Leader
Base size: 40mm
Notes: Single
An Alarith Stonemage is armed with a Staff of the High Peaks.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Alarith Battlehost
WIZARD: This unit can attempt to
cast 1 spell in your
hero phase and attempt to
unbind 1 spell in the enemy hero phase.
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 unit will adopt the Stonemage stance. If you do so, this unit and any friendly
STONEGUARD units wholly within 12" of this unit cannot make
pile-in moves in that phase. However, until the end of that phase, improve the Rend characteristic of melee weapons used by this unit and those friendly units by 1.
Enduring as Rock: When in a battle trance inspired by the mountain, the Alarith take on the aspect of stone, blades rebounding off their rock-hard skin.
When this unit is targeted by an attack, worsen the Rend characteristic of that attack by 1, to a minimum of 0.
Gravitic Redirection: The caster reduces gravity around them to almost zero, redirecting the force to weigh down a nearby foe.
Gravitic Redirection is a spell that has a
casting value of 5 and a range of 18". If successfully cast, until your next
hero phase, the caster can
fly. In addition, you can pick 1 enemy unit within range and visible to the caster. If you do so, until your next hero phase, that unit’s Move characteristic is halved and it cannot fly.
ORDER, LUMINETH REALM-LORDS, AELF, AELEMENTIRI, ALARITH, HERO, WIZARD, STONEMAGE |
Though the young prodigies Ellania and Ellathor may lack experience, they make up for it in raw excellence. These twins have proved themselves champions of the aelven race on multiple occasions, and wielding the gifts of their godly patrons, they are a true force to be reckoned with.
Altairi |
| Altairi | 1" | 4 | 2+ | 3+ | -2 | See below |
Dianaer |
| Dianaer | 1" | 2 | 3+ | 3+ | -1 | D3 |
Moonbright Talons |
| Moonbright Talons | 1" | 1 | 3+ | 3+ | -1 | 1 |
Unit Size: 1 Points: 190
Battlefield Role: Leader
Base size: 40mm
Notes: Single, Unique
Ellania and Ellathor, Eclipsian Warsages, are armed with Altairi and Dianaer.
WIZARD: This unit can attempt to
cast 2 spells in your
hero phase and attempt to
unbind 2 spells in the enemy hero phase.
COMPANION: This unit’s lune-owl, Atheane, is armed with Moonbright Talons.
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 unit.
Realm Wanderers: Ellania and Ellathor travel the Mortal Realms searching for knowledge, helping any who fight for Order along the way.
This unit can be included as an ally in armies that have an
ORDER general. In addition, if this unit 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 unit 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 say that Ellathor will unleash a blazing sunbolt. If you do so, pick 1 point on the battlefield within 12" of this unit and visible to it and draw a line between that point and the closest point on this unit’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 unit 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 unit,
heal up to D6 wounds allocated to this unit and remove it from the battlefield. Then, set it up again more than 12" from all enemy units. If this is impossible, this unit is removed from play but does not count as having been destroyed.
Salvation of Hysh: A veil of magical energy like a shimmering aurora descends upon the caster, protecting them from harm.
Salvation of Hysh is a spell that has a
casting value of 6. If successfully cast, the caster has a
ward of 5+ until your next
hero phase.
ORDER, LUMINETH REALM-LORDS, AELF, SCINARI, VANARI, ILIATHA, HERO, WIZARD, ELLANIA AND ELLATHOR |
When roused to wrath, the Spirits of the Wind strike like a cyclone. It is all but impossible to track them as they dart through the air, launching arrow after arrow from their elegant but monstrously powerful bows and slipping away before retribution can land, wind whistling with their laughter.
Bow of the Wind’s Vengeance |
| Bow of the Wind’s Vengeance | 18" | 4 | 2+ | 3+ | -2 | D3 |
Bow of the Wind’s Vengeance |
| Bow of the Wind’s Vengeance | 3" | 2 | 2+ | 3+ | -2 | D3 |
Swirling Shards |
| Swirling Shards | 3" | D3 | 3+ | 3+ | -1 | 1 |
Unit Size: 1 Points: 210
Battlefield Role: Leader
Base size: 60mm
Notes: Single
A Hurakan Spirit of the Wind is armed with a Bow of the Wind’s Vengeance and Swirling Shards.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Hurakan Battlehost
Into the Gale: The cyclonic currents that surround a Spirit of the Wind make it very difficult for enemies to harm them.
This unit has a
ward of 5+.
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 unit after this unit 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. The same unit cannot be affected by this ability more than once per phase.
Move Like the Wind: Hurakan warriors are almost impossible to pin down in combat. They swirl around their foes, first closing to strike and then performing gravity-defying leaps to take them over or away from their enemies.
When you make a
pile-in move with this unit, it does not have to finish the move no further from the nearest enemy unit than it was at the start of the move. In addition, when you make a pile-in move with this unit, if it made a
charge move in the same turn, it can move an extra 3" when it piles in.
Spirit of the Wind: A Spirit of the Wind never remains in one place for long.
At the end of your
shooting phase, this unit can make a
normal move or a
retreat of 12" (it cannot
run). In addition, this unit can retreat and still
charge later in the turn.
ORDER, LUMINETH REALM-LORDS, HURAKAN, SPIRIT OF THE WIND |
True allies of the Hyshian winds, a Hurakan Windmage travels everywhere upon a loyal zephyr-spirit companion. From here, they encourage their aelementors to follow their aelven disciples and unleash the gale-force wrath of the air against their enemies.
Aspiragillum |
| Aspiragillum | 3" | 2 | 3+ | 3+ | -1 | 2 |
Unit Size: 1 Points: 110
Battlefield Role: Leader
Base size: 60 x 35mm
Notes: Single
A Hurakan Windmage is armed with an Aspiragillum.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Hurakan Battlehost
WIZARD: This unit can attempt to
cast 1 spell in your
hero phase and attempt to
unbind 1 spell in the enemy hero phase.
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 unit. In addition, if the unmodified save roll for an attack made with a missile weapon that targets this unit is 6, after all of the attacking unit’s attacks have been resolved, you can cause 1
mortal wound to 1 enemy unit within 9" of this unit and visible to it.
Move Like the Wind: Hurakan warriors are almost impossible to pin down in combat. They swirl around their foes, first closing to strike and then performing gravity-defying leaps to take them over or away from their enemies.
When you make a
pile-in move with this unit, it does not have to finish the move no further from the nearest enemy unit than it was at the start of the move. In addition, when you make a pile-in move with this unit, if it made a
charge move in the same turn, it can move an extra 3" when it piles in.
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 unit, when it makes that move, that unit has a Move characteristic of 16" and can
fly.
Windblast Vortex: The caster calls forth a vortex that they can send roaring towards the foe at will.
Windblast Vortex is a spell that has a
casting value of 5 and a range of 9". If successfully cast, in your next
shooting phase, you can pick 1 enemy unit within range and visible to the caster and roll a dice. On a 2+, that enemy unit suffers D3
mortal wounds.
ORDER, LUMINETH REALM-LORDS, AELF, AELEMENTIRI, HURAKAN, HERO, WIZARD, WINDMAGE |
A storied hero of Ymetrica, Lyrior Uthralle commands with the surety and panache of a born champion. Though deeply scarred by a past tragedy, he is determined to defend his beloved realm, and countless foes have met their demise upon the tip of his fabled lance, Daemonbane.
Daemonbane |
| Daemonbane | 18" | 1 | 2+ | 2+ | -2 | D3 |
Daemonbane |
| Daemonbane | 3" | 2 | 2+ | 2+ | -1 | D3 |
Regent’s Sword |
| Regent’s Sword | 1" | 5 | 2+ | 3+ | -1 | 2 |
Horns and Claws |
| Horns and Claws | 1" | 4 | 3+ | 4+ | - | 1 |
Unit Size: 1 Points: 150
Battlefield Role: Leader
Base size: 90 x 52mm
Notes: Single, Unique
Lyrior Uthralle, Warden of Ymetrica, is armed with Daemonbane and a Regent’s Sword.
WIZARD: This unit can attempt to
cast 1 spell in your
hero phase and attempt to
unbind 1 spell in the enemy hero phase.
MOUNT: Farael is armed with Horns and Claws.
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 unit, and add 1 to the
casting roll when it attempts to cast
Greater Power of Hysh. If this unit uses its last
aetherquartz reserve, it cannot use this ability 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 causes 2
mortal wounds to the target and the
attack sequence ends (do not make a
wound roll or
save roll).
Voice of Tyrion: Lyrior is part of Tyrions inner circle, and he speaks with the authority of the god himself in matters military.
Once per battle round, this unit can
issue a command to a friendly
YMETRICA unit anywhere on the battlefield without a
command point being spent.
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 is a spell that has a
casting value of 7 and a range of 18". If successfully cast, pick up to D3 friendly
LUMINETH REALM-LORDS units with the
Sunmetal Weapons ability wholly within range and visible to the caster. Until your next
hero phase, the
Sunmetal Weapons ability of those units causes
mortal wounds on an unmodified
hit roll of 5+ instead of 6.
ORDER, LUMINETH REALM-LORDS, AELF, VANARI, YMETRICA, HERO, WIZARD, LORD REGENT, LYRIOR UTHRALLE |
Myari Lightcaller has great experience in battling arcane curses, especially the Katophrane Curse that once emanated from the Mirrored City. With his deep wisdom and arcane prowess, few can withstand his might.
Searing Beams |
| Searing Beams | 18" | 3 | 3+ | 3+ | -2 | 1 |
Staff of Enlightenment |
| Staff of Enlightenment | 1" | 3 | 3+ | 3+ | -1 | D3 |
Unit Size: 1
Points: 210
Battlefield Role: Leader
Base size: 32mmNotes: Single, Unique. Myari Lightcaller and
Myari’s Purifiers must be taken as a set. Although taken as a set, each is a separate unit.
Myari Lightcaller is armed with Searing Beams and the Staff of Enlightenment.
WIZARD: This unit can attempt to
cast 1 spell in your
hero phase and attempt to
unbind 1 spell in the enemy hero phase.
Deep Thinkers: The Scinari are renowned across the realms for their profound knowledge and thoughtful deliberation.
Once per battle, in your
hero phase, when this unit attempts to
cast its first spell in that phase, it is automatically cast with a casting roll of 9 (do not roll 2D6). It can still be
unbound.
Scryowl Familiar: Nothing escapes the piercing gaze of Myari’s familiar, Ulari.
Add 1 to
casting,
unbinding and
dispelling rolls for this unit. 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 unit and not visible to it. That enemy unit is visible to this unit until the end of that phase.
Dazzling Light: The caster surrounds themselves and nearby allies with blinding light, forcing foes to avert their gaze.
Dazzling Light is a spell that has a
casting value of 6 and a range 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 range of the caster.
ORDER, LUMINETH REALM-LORDS, AELF, SCINARI, YMETRICA, HERO, WIZARD, MYARI LIGHTCALLER |
With the stroke of a brush, a Scinari Calligrave can alter reality. Hie runes they paint upon their enchanted parchments soon emblazon the battlefield itself - and, in extremis, can be used to erase a foe from existence.
Calligrave Blade |
| Calligrave Blade | 3" | D3 | 3+ | 3+ | -1 | 2 |
Unit Size: 1 Points: 110
Battlefield Role: Leader
Base size: 32mm
Notes: Single
A Scinari Calligrave is armed with a Calligrave Blade.
WIZARD: This unit can attempt to
cast 1 spell in your
hero phase and attempt to
unbind 1 spell in the enemy hero phase.
Deep Thinkers: The Scinari are renowned across the realms for their profound knowledge and thoughtful deliberation.
Once per battle, in your
hero phase, when this unit attempts to
cast its first spell in that phase, it is automatically cast with a casting roll of 9 (do not roll 2D6). It can still be
unbound.
Realmscribe: With intense concentration, the Calligrave inscribes a rune whose vast, blazing parallel simultaneously appears on the battlefield.
Once per battle, in your
hero phase, instead of attempting to
cast any spells with 1 friendly unit 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 wholly within 9" of that point, and add 1 to
casting,
dispelling and
unbinding rolls for friendly
LUMINETH REALM-LORDS WIZARDS within 9" of that point.
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 is a spell that has a
casting value of 8 and a range of 24". If successfully cast, pick 1 enemy
HERO within range and visible to the caster. You can either cause D3
mortal wounds to that
HERO or mark them for erasure. However, if that
HERO is already marked for erasure, then instead they suffer 2D6 mortal wounds and they are no longer marked for erasure.
ORDER, LUMINETH REALM-LORDS, AELF, SCINARI, HERO, WIZARD, CALLIGRAVE |
It is the noble duty of a Scinari Cathallar to take the spiritual anguish that emanates from their kin, and redirect it against their enemies. They are the lone point of darkness in the brilliance of a Lumineth line, capable of wielding despair itself as a weapon.
Despairing Touch |
| Despairing Touch | 1" | 1 | 4+ | 2+ | - | D3 |
Unit Size: 1 Points: 120
Battlefield Role: Leader
Base size: 32mm
Notes: Single
A Scinari Cathallar is a single model armed with a Despairing Touch.
WIZARD: This unit can attempt to
cast 1 spell in your
hero phase and attempt to
unbind 1 spell in the enemy hero phase.
Deep Thinkers: The Scinari are renowned across the realms for their profound knowledge and thoughtful deliberation.
Once per battle, in your
hero phase, when this unit attempts to
cast its first spell in that phase, it is automatically cast with a casting roll of 9 (do not roll 2D6). It can still be
unbound.
Absorb Despair: Scinari Cathallars can assuage the dark despair that afflicts a Lumineth Realm-lord after the use of their aetherquartz reserve. The negative energies are not just burned off but released towards the foe as a psychological weapon.
Once per phase, if a friendly unit uses its
aetherquartz reserve while it is wholly within 18" of any friendly units with this ability, you can say that this unit will absorb the negative energy. If you do so, do not subtract 1 from that unit’s Bravery characteristic. Instead, you can pick 1 enemy unit within 18" of this unit. If you do so, subtract 1 from the Bravery characteristic of that unit for the rest of the battle. The same enemy unit cannot be affected by this ability more than once per battle.
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 is a spell that has a
casting value of 7 and a range of 18". If successfully cast, pick 1 enemy unit within range and visible to the caster. Until your next
hero phase, roll 2D6 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.
ORDER, LUMINETH REALM-LORDS, AELF, SCINARI, HERO, WIZARD, CATHALLAR |
Scinari Enlighteners are amongst the pre-eminent battlemages of Lumineth society. They are experts in conjuring blinding light, searing beams and banishing abjurations, and they are adept at turning the harm inflicted upon them back upon their enemies.
Crescent Staff |
| Crescent Staff | 18" | D6 | 3+ | 3+ | -1 | 1 |
Enlightener Blade |
| Enlightener Blade | 1" | 3 | 4+ | 3+ | -1 | 2 |
Unit Size: 1 Points: 170
Battlefield Role: Leader
Base size: 32mm
Notes: Single
A Scinari Enlightener is armed with a Crescent Staff and Enlightener Blade.
WIZARD: This unit can attempt to
cast 2 spells in your
hero phase and attempt to
unbind 2 spells in the enemy hero phase.
Deep Thinkers: The Scinari are renowned across the realms for their profound knowledge and thoughtful deliberation.
Once per battle, in your
hero phase, when this unit attempts to
cast its first spell in that phase, it is automatically cast with a casting roll of 9 (do not roll 2D6). It can still be
unbound.
Rune of Enthlai: This rune burns bright in the embrace of the Enlightener, who draws on the duality of its power to conjure sorceries with doubled potency.
Once per turn, if this unit successfully
casts a spell from the
Lore of Hysh, and that spell is not
unbound, you can roll a dice after the effect of that spell has been resolved. On a 3+, you can immediately resolve the effect of that spell for a second time, but you cannot pick the same target that was picked for that spell the first time its effect was resolved.
Twinned Tether: The caster ensnares the foe with arcane bindings that appear to have no effect at first, but prove their true potency soon enough.
Twinned Tether is a spell that has a
casting value of 6 and a range of 12". If successfully cast, pick 1 enemy unit within range and visible to the caster. Until your next
hero phase, each time a
wound or
mortal wound is allocated to the caster, your opponent must
allocate a wound to that enemy unit.
ORDER, LUMINETH REALM-LORDS, AELF, SCINARI, HERO, WIZARD, ENLIGHTENER |
Scinari Loreseekers are Eclipsians, souls with the potential to achieve true harmony between their Teclian and Tyrionic aspects. These warsages find great power in this, and they scour the realms for esoteric knowledge and artefacts that only the Lumineth can be entrusted with.
Eclipsian Staff |
| Eclipsian Staff | 12" | 2 | 3+ | 3+ | -2 | D3 |
Loreseeker Blade |
| Loreseeker Blade | 1" | 4 | 2+ | 3+ | -1 | D3 |
Unit Size: 1 Points: 160
Battlefield Role: Leader
Base size: 32mm
Notes: Single
A Scinari Loreseeker is armed with an Eclipsian Staff and Loreseeker Blade.
WIZARD: This unit can attempt to
cast 1 spell in your
hero phase and attempt to
unbind 1 spell in the enemy hero phase.
Deep Thinkers: The Scinari are renowned across the realms for their profound knowledge and thoughtful deliberation.
Once per battle, in your
hero phase, when this unit attempts to
cast its first spell in that phase, it is automatically cast with a casting roll of 9 (do not roll 2D6). It can still be
unbound.
Lone Agent: Scinari Loreseekers employ their skills as independent operatives to great effect upon the field of battle.
Add 1 to
save rolls for attacks that target this unit if it is more than 9" from all friendly units.
In addition, instead of setting up this unit 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 end of deployment, before determining
control of objectives, you must set up all friendly Lone Agent reserve units on the battlefield more than 3" from all enemy units and not in your territory.
If you set up a friendly Lone Agent reserve unit within 6" of an objective that is not contested by enemy units, that Lone Agent reserve unit counts as 10 models for the purposes of contesting that objective.
ORDER, LUMINETH REALM-LORDS, AELF, SCINARI, HERO, WIZARD, LORESEEKER |
The bellicose aelementor known as Sevireth is the searing wrath of a desert wind come to life. The sandstorm that whips around him can scour the idols and monuments of his foes clean in moments, while enemies are flayed straight to the bone - those not struck down by his arrows, that is.
Enathrai, the Howling Death |
| Enathrai, the Howling Death | 18" | 4 | 2+ | 3+ | -3 | D3 |
Enathrai, the Howling Death |
| Enathrai, the Howling Death | 3" | 2 | 2+ | 3+ | -2 | D3 |
Swirling Shards |
| Swirling Shards | 3" | D3 | 3+ | 3+ | -1 | 1 |
Unit Size: 1 Points: 270
Battlefield Role: Leader
Base size: 60mm
Notes: Single, Unique
Sevireth, Lord of the Seventh Wind, is armed with Enathrai, the Howling Death, and Swirling Shards.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Hurakan Battlehost
Into the Gale: The cyclonic currents that surround a Spirit of the Wind make it very difficult for enemies to harm them.
This unit has a
ward of 5+.
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 unit after this unit 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. The same unit cannot be affected by this ability more than once per phase.
Move Like the Wind: Hurakan warriors are almost impossible to pin down in combat. They swirl around their foes, first closing to strike and then performing gravity-defying leaps to take them over or away from their enemies.
When you make a
pile-in move with this unit, it does not have to finish the move no further from the nearest enemy unit than it was at the start of the move. In addition, when you make a pile-in move with this unit, if it made a
charge move in the same turn, it can move an extra 3" when it piles in.
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 end of the
charge phase, you can pick this unit to carry out the Smash To Rubble monstrous rampage (
core rules, 21.1) even though it is not a
MONSTER.
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 unit 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 unit 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 your
shooting phase, this unit can make a
normal move or a
retreat of 12" (it cannot
run). In addition, this unit can retreat and still
charge later in the turn.
ORDER, LUMINETH REALM-LORDS, HURAKAN, HERO, SPIRIT OF THE WIND, SEVIRETH |
A legendary ancestor of the Lumineth race, the Light of Eltharion is a puissant warrior who has become one with the energies of Hysh. To face him is to face the power of light itself made manifest, and few have survived an encounter with his grim, enchanted blades.
Fangsword of Eltharion |
| Fangsword of Eltharion | 1" | 4 | 2+ | 3+ | -3 | 3 |
Celennari Blade |
| Celennari Blade | 1" | 2 | 2+ | 3+ | -1 | 3 |
Unit Size: 1 Points: 240
Battlefield Role: Leader
Base size: 50mm
Notes: Single, Unique
The Light of Eltharion is armed with the Fangsword of Eltharion and the Celennari Blade.
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 or
MONSTER within 3" of this unit. If you do so, attacks made with this unit’s Celennari Blade that target that
HERO or
MONSTER in that phase have a Damage characteristic of 2D3 instead of 3.
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 unit’s Fangsword of Eltharion if this unit made a
charge move in the same turn. In addition, if the unmodified wound roll for an attack made with this unit’s Fangsword of Eltharion is 6, that attack causes 1
mortal wound to the target in addition to any damage it inflicts.
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 unit that is visible to it 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 unit. In addition, halve the damage inflicted by attacks made with missile weapons or melee weapons that target this unit (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 unit. In addition, if the unmodified hit roll for an attack made by this unit is 6, that attack scores 2 hits on the target instead of 1. Make a
wound roll and
save roll for each hit.
ORDER, LUMINETH REALM-LORDS, AELF, HERO, THE LIGHT OF ELTHARION |
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.
Bannerblade’s Sword |
| Bannerblade’s Sword | 1" | 4 | 2+ | 3+ | -1 | 1 |
Unit Size: 1 Points: 70
Battlefield Role: Leader
Base size: 40mm
Notes: Single
A Vanari Bannerblade is armed with a Bannerblade’s Sword.
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.
You can re-roll
charge rolls for friendly
LUMINETH REALM-LORDS units wholly within 18" of any friendly
BANNERBLADES.
In addition, once per battle at the start of any phase, you can say that this unit will draw on the power of its World Banner. If you do so, roll a dice for each enemy unit within 18" of this unit. 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 causes 1
mortal wound to the target and the
attack sequence ends (do not make a
wound roll or
save roll).
ORDER, LUMINETH REALM-LORDS, AELF, VANARI, HERO, TOTEM, BANNERBLADE |
Mounted upon swift lightcoursers, Lord Regents are representatives of Tyrion himself. In battle, they seem to glow with the refined aetherquartz worked into their wargear, empowering those around them through word and deed alike.
Regent’s Sword |
| Regent’s Sword | 1" | 5 | 2+ | 3+ | -1 | 2 |
Horns and Claws |
| Horns and Claws | 1" | 3 | 3+ | 4+ | - | 1 |
Unit Size: 1 Points: 150
Battlefield Role: Leader
Base size: 90 x 52mm
Notes: Single
A Vanari Lord Regent is armed with a Regent’s Sword.
WIZARD: This unit can attempt to
cast 1 spell in your
hero phase and attempt to
unbind 1 spell in the enemy hero phase.
MOUNT: This unit’s lightcourser is armed with Horns and Claws.
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 unit, and add 1 to the
casting roll when it attempts to cast
Greater Power of Hysh. If this unit uses its last
aetherquartz reserve, it cannot use this ability 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 causes 2
mortal wounds to the target and the
attack sequence ends (do not make a
wound roll or
save roll).
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 is a spell that has a
casting value of 7 and a range of 18". If successfully cast, pick up to D3 friendly
LUMINETH REALM-LORDS units with the
Sunmetal Weapons ability wholly within range and visible to the caster. Until your next
hero phase, the
Sunmetal Weapons ability of those units causes
mortal wounds on an unmodified
hit roll of 5+ instead of 6.
ORDER, LUMINETH REALM-LORDS, AELF, VANARI, HERO, WIZARD, LORD REGENT |
Battleline
Auralan Wardens are the lynchpin of a Vanari battle line and a mainstay in the hosts of Hysh. Fearlessly do they stare down a charging enemy, waiting until the opportune moment before driving the sunmetal tips of their pikes forward and breaking the enemy advance like waves crashing against a cliff.
Champion’s Blade |
| Champion’s Blade | 1" | 2 | 3+ | 4+ | -1 | 1 |
Warden’s Pike |
| Warden’s Pike | 3" | 2 | 3+ | 4+ | - | 1 |
Unit Size: 10
Points: 150
Battlefield Role: Battleline
Base size: 32mmNotes: For each Vanari Auralan Wardens unit included in your army, you can take 1
Vanari Auralan Sentinels unit or 1
Vanari Dawnriders unit as a Battleline unit.
Each model in a Vanari Auralan Wardens unit is armed with a Warden’s Pike.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Auralan Battlehost
WIZARD: The High Warden of this unit is a
WIZARD while this unit has 5 or more models. That model can attempt to
cast 1 spell in your
hero phase and attempt to
unbind 1 spell in the enemy hero phase.
CHAMPION: 1 model in this unit can be a High Warden. That model is armed with a Champion’s Blade instead of a Warden’s Pike.
Sunmetal Weapons: The weapons 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 melee weapon by this unit is 6, that attack causes 1
mortal wound to the target and the
attack sequence ends (do not make a
wound roll 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.
Shining Company: Vanari warriors often fight in a tight grouping that combines the bright light of each numinous soul into a dazzling brilliance that befuddles enemies.
Subtract 1 from
hit rolls for attacks that target this unit if the base of each model in this unit is touching the bases of 2 or more other models in the same unit.
Power of Hysh: Lumineth wizards can use their arcane arts to empower sunmetal, making it burn with an even greater intensity.
Power of Hysh is a spell that 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 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.
ORDER, LUMINETH REALM-LORDS, AELF, VANARI, AURALAN WARDENS |
None
Having accepted the mountains as their spiritual guides, the Alarith Stoneguard are granted immense strength and resilience. In battle, they are all but impossible to shift, while the blows of their sacred hammers are like an avalanche crashing into the enemy.
Stone Mallet or Diamondpick Hammer |
| Stone Mallet or Diamondpick Hammer | 2" | 2 | 3+ | 3+ | -1 | 1 |
Paired Stratum Hammers |
| Paired Stratum Hammers | 1" | 4 | 3+ | 3+ | - | 1 |
Unit Size: 5
Points: 120
Battlefield Role: None
Base size: 32mmNotes: Battleline in an
Ymetrica army
Each model in an Alarith Stoneguard unit is armed with 1 of the following weapon options: Stone Mallet; or Diamondpick Hammer.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Alarith Battlehost
CHAMPION: 1 model in this unit can be a Truestone Seneschal. That model can be armed with Paired Stratum Hammers instead of the unit’s weapon option.
STANDARD BEARER: 1 in every 5 models in this unit can be a Standard Bearer. You can re-roll
battleshock tests for this unit if it includes any Standard Bearers.
Enduring as Rock: When in a battle trance inspired by the mountain, the Alarith take on the aspect of stone, blades rebounding off their rock-hard skin.
When this unit is targeted by an attack, worsen the Rend characteristic of that attack by 1, to a minimum of 0.
Fortitude of the Earth: When the Stoneguard adopt an unyielding martial stance around a site of power, even the most ferocious assaults cannot break them.
This unit has a
ward of 4+ against
mortal wounds while it is
contesting an objective that you control.
Crushing Blow: The Stoneguard land blows with the power of a mountain avalanche.
If the unmodified
hit roll for an attack made with a melee weapon by this unit is 6, that attack causes 1
mortal wound to the target in addition to any damage it inflicts.
ORDER, LUMINETH REALM-LORDS, AELF, AELEMENTIRI, ALARITH, STONEGUARD |
There is nowhere to hide from the Windchargers of the Hurakan temple. Their treerunner mounts are capable of deftly navigating the densest terrain to slip past their enemies, while the arrows of the aelves are carried upon loyal winds and almost always find their mark.
Windcharger Bow |
| Windcharger Bow | 12" | 2 | 3+ | 3+ | -1 | 1 |
Windcharger Bow |
| Windcharger Bow | 3" | 1 | 3+ | 3+ | -1 | 1 |
Claws |
| Claws | 1" | 2 | 3+ | 4+ | - | 1 |
Unit Size: 5
Points: 140
Battlefield Role: None
Base size: 60 x 35mmNotes: Battleline in a
Helon army
Each model in a Hurakan Windchargers unit is armed with a Windcharger Bow.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Hurakan Battlehost
MOUNT: This unit’s treerunners are armed with Claws.
CHAMPION: 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 this unit if it includes any Standard Bearers.
Windcharger Arrows: Windcharger arrows are guided to their target by aelementor winds.
Ward rolls cannot be made for wounds and
mortal wounds caused by attacks made with missile weapons by this unit.
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 unit that can
fly.
Move Like the Wind: Hurakan warriors are almost impossible to pin down in combat. They swirl around their foes, first closing to strike and then performing gravity-defying leaps to take them over or away from their enemies.
When you make a
pile-in move with this unit, it does not have to finish the move no further from the nearest enemy unit than it was at the start of the move. In addition, when you make a pile-in move with this unit, if it made a
charge move in the same turn, it can
fly and can move an extra 3" when it piles in.
ORDER, LUMINETH REALM-LORDS, AELF, AELEMENTIRI, HURAKAN, WINDCHARGERS |
The aelves who follow Myari each embody different warrior aspects of the Lumineth race. Bahannar is a stoic exemplar of the Alarith, Senaela is a keen-eyed shot, while the peerless Bladelord Ailenn is tireless in the defence of her Scinari charge.
Auralan Bow |
| Auralan Bow | 18" | 2 | 3+ | 4+ | -1 | 1 |
Stone Mallet |
| Stone Mallet | 1" | 3 | 3+ | 3+ | -1 | D3 |
Sunmetal Greatsword |
| Sunmetal Greatsword | 1" | 2 | 2+ | 2+ | -1 | D3 |
Vanari Dagger |
| Vanari Dagger | 1" | 1 | 3+ | 4+ | -1 | D3 |
Unit Size: 3
Points: 210
Battlefield Role: None
Base size: 32mmNotes: Single, Unique.
Myari Lightcaller and Myari’s Purifiers must be taken as a set. Although taken as a set, each is a separate unit.
The models in Myari’s Purifiers are Ailenn, the Mind’s Edge, Bahannar and Senaela. Ailenn is armed with a Sunmetal Greatsword. Bahannar is armed with a Stone Mallet. Senaela is armed with an Auralan Bow and Vanari Dagger.
Guardians: The Purifiers fight alongside Myari Lightcaller, protecting the mage from harm.
Before you
allocate a wound or
mortal wound to a friendly
MYARI LIGHTCALLER within 3" of this unit, or instead of making a
ward roll for a wound or mortal wound that would be allocated to a friendly
MYARI LIGHTCALLER within 3" of this unit, roll a dice. On a 2+, that wound or mortal wound must be allocated to this unit instead of
MYARI LIGHTCALLER and cannot be negated.
Purifying Strikes: The Purifiers land devastating blows that can overthrow any adversary.
If the unmodified
hit roll for an attack made by this unit is 6, that attack causes 1
mortal wound to the target and the
attack sequence ends (do not make a
wound roll or
save roll).
ORDER, LUMINETH REALM-LORDS, AELF, YMETRICA, MYARI’S PURIFIERS |
The Auralan Sentinels are amongst the finest archers in all the Mortal Realms. Wielding complex bows of aelven design, they are able to place their shots over an incredible distance or else deliver their sunmetal ammunition with such accuracy that even the thickest armour may be thwarted.
Auralan Bow: Aimed |
| Auralan Bow: Aimed | 18" | 1 | 3+ | 4+ | -1 | 1 |
Auralan Bow: Lofted |
| Auralan Bow: Lofted | 24" | 1 | 4+ | 4+ | - | 1 |
Champion’s Blade |
| Champion’s Blade | 1" | 2 | 3+ | 4+ | -1 | 1 |
Vanari Dagger |
| Vanari Dagger | 1" | 1 | 3+ | 4+ | - | 1 |
Unit Size: 10
Points: 150
Battlefield Role: None
Base size: 32mmNotes: For each
Vanari Auralan Wardens unit included in your army, you can take 1 Vanari Auralan Sentinels unit or 1
Vanari Dawnriders unit as a Battleline unit.
Each model in a Vanari Auralan Sentinels unit is armed with an Auralan Bow and Vanari Dagger.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Auralan Battlehost
WIZARD: The High Sentinel of this unit is a
WIZARD while this unit has 5 or more models. That model can attempt to
cast 1 spell in your
hero phase and attempt to
unbind 1 spell in the enemy hero phase.
CHAMPION: 1 model in this unit can be a High Sentinel. That model is armed with a Champion’s Blade instead of an Auralan Bow and Vanari Dagger, and it carries a Scryhawk Lantern.
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.
Each time this unit shoots, choose either the Aimed or Lofted weapon characteristics for all the attacks it makes with its Auralan Bows.
Sunmetal Weapons: The arrows and blades 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 by this unit is 6, that attack causes 1
mortal wound to the target and the
attack sequence ends (do not make a
wound roll or
save roll).
Shining Company: Vanari warriors often fight in a tight grouping that combines the bright light of each numinous soul into a dazzling brilliance that befuddles enemies.
Subtract 1 from
hit rolls for attacks that target this unit if the base of each model in this unit is touching the bases of 2 or more other models in the same unit.
Scryhawk Lantern: Companions of the High Sentinels, drawn to the gentle light of the lanterns upon these aelves’ backs, Scryhawks work in unison with their Lumineth allies to spot and coordinate firepower against even distant targets.
Add 6" to the Range characteristic of this unit’s Lofted Auralan Bows while it is within 12" of any other friendly
AURALAN SENTINELS units or
STARSHARD BALLISTAS.
Power of Hysh: Lumineth wizards can use their arcane arts to empower sunmetal, making it burn with an even greater intensity.
Power of Hysh is a spell that 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 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.
ORDER, LUMINETH REALM-LORDS, AELF, VANARI, AURALAN SENTINELS |
Bladelords are the guardians of the Scinari mage-caste. Paragons of the warrior arts of the Vanari, they wield their greatblades with a preternatural precision and ease, selflessly defending their charges as they cut their way through the enemy elite.
Sunmetal Greatblade: Perfect Strike |
| Sunmetal Greatblade: Perfect Strike | 2" | 1 | |
Sunmetal Greatblade: Flurry of Blows |
| Sunmetal Greatblade: Flurry of Blows | 2" | 2 | 3+ | 3+ | - | 1 |
Sunmetal Dual Blades |
| Sunmetal Dual Blades | 1" | 3 | 2+ | 3+ | -1 | 1 |
Unit Size: 5 Points: 130
Battlefield Role: None
Base size: 32mm
Notes: For each SCINARI HERO included in your army, you can take 1 Vanari Bladelords unit as a Battleline unit.
Each model in a Vanari Bladelords unit is armed with a Sunmetal Greatblade.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Bladelord Host
CHAMPION: 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 that model’s Sunmetal Greatblade.
Swordmasters: Vanari Bladelords adopt different fighting styles depending upon the nature of their opponents.
Each time this unit fights, choose either the Perfect Strike or Flurry of Blows weapon characteristics for all the attacks it makes with its Sunmetal Greatblades.
Do not use the
attack sequence for a Perfect Strike attack. Instead, roll a dice. On a 2+, the target suffers 1
mortal wound. Add 1 to the Attacks characteristic of a Flurry of Blows attack if there are 5-9 models in the target unit. Add 2 to the Attacks characteristic of a Flurry of Blows attack instead if there are 10 or more models in the target unit.
Guardians: Bladelords are tasked with protecting the Scinari from harm.
Before you
allocate a wound or
mortal wound to a friendly
SCINARI unit, or instead of making a
ward roll for a wound or mortal wound that would be allocated to that
SCINARI unit, if any friendly units with this ability are within 3" of that unit, roll a dice. On a 2+, that wound or mortal wound must be allocated to a friendly unit with this ability within 3" of that unit instead of that unit and cannot be negated.
Sunmetal Weapons: The weapons used by Vanari Bladelords are tipped with pure sunmetal that can burn a victim from the inside out.
If the unmodified
hit roll for an attack made by this unit is 6, that attack causes 1
mortal wound to the target and the
attack sequence ends (do not make a
wound roll or
save roll).
Shining Company: Vanari warriors often fight in a tight grouping that combines the bright light of each numinous soul into a dazzling brilliance that befuddles enemies.
Subtract 1 from
hit rolls for attacks that target this unit if the base of each model in this unit is touching the bases of 2 or more other models in the same unit.
ORDER, LUMINETH REALM-LORDS, AELF, VANARI, BLADELORDS |
The Dawnriders maintain tight formation as they charge into the foe, pennants fluttering proudly as they advance. With sunmetal lance and blade do they tear great chunks out of an enemy horde, riding them down with dauntless courage before leaping over the corpses and wheeling about to launch another assault.
Guardian’s Sword |
| Guardian’s Sword | 1" | 2 | 3+ | 4+ | -1 | 1 |
Sunmetal Lance |
| Sunmetal Lance | 2" | 1 | 3+ | 4+ | - | 1 |
Dashing Hooves |
| Dashing Hooves | 1" | 2 | 4+ | 4+ | - | 1 |
Each model in a Vanari Dawnriders unit is armed with a Sunmetal Lance.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Dawnrider Battlehost
WIZARD: The Steedmaster of this unit is a
WIZARD while this unit has 3 or more models. That model can attempt to
cast 1 spell in your
hero phase and attempt to
unbind 1 spell in the enemy hero phase.
MOUNT: This unit’s stallion steeds are armed with Dashing Hooves.
CHAMPION: 1 model in this unit can be a Steedmaster. That model 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 this unit if it includes any Standard Bearers.
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.
Lancers 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.
Shining Company: Vanari warriors often fight in a tight grouping that combines the bright light of each numinous soul into a dazzling brilliance that befuddles enemies.
Subtract 1 from
hit rolls for attacks that target this unit if the base of each model in this unit is touching the bases of 2 or more other models in the same unit.
Sunmetal Weapons: The weapons 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 by this unit is 6, that attack causes 1
mortal wound to the target and the
attack sequence ends (do not make a
wound roll or
save roll). This ability has no effect on attacks made by this unit’s
mounts.
Power of Hysh: Lumineth wizards can use their arcane arts to empower sunmetal, making it burn with an even greater intensity.
Power of Hysh is a spell that 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 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.
ORDER, LUMINETH REALM-LORDS, AELF, VANARI, DAWNRIDERS |
Agile as a skimming stone and relentless as the driving current, the aelves of the Ydrilan temples serve the sacred aelementors of the realms’ rivers. They defend their blessed waterways with swift and merciless judgement, purifying tributaries befouled by corruption and slaying any who interfere.
Ydrilan Darts |
| Ydrilan Darts | 10" | 2 | 3+ | 4+ | - | 1 |
Ydrilan Blades |
| Ydrilan Blades | 1" | 2 | 3+ | 4+ | -1 | 1 |
Unit Size: 10
Points: 130
Battlefield Role: None
|
Pureflood Seneschal | 32mm |
4 x Crestdancers | 32mm |
5 x Stream-runners | 28.5mm |
Notes: Single
Each model in a Ydrilan Riverblades unit is armed with Ydrilan Darts and Ydrilan Blades.
CHAMPION: 1 model in this unit can be a Riverblade Seneschal. Add 1 to the Attacks characteristic of that model’s weapons.
Relentless as the Driving Current: An Ydrilan warrior never hesitates but keeps surging forwards, their movements fluid and almost impossibly fast as they embody the momentum of rushing water.
At the start of the
combat phase, if this unit is within 3" of any enemy units, it can make a move of 2D6". When it does so, it can pass across other models in the same manner as a unit that can
fly, but it must finish the move within 3" of any enemy units.
Travel the Waterways: The tenets of the Ydrilan temple teach that the realms' waterways are the veins that give life to the lands. The Ydrilan are able to navigate these waterways to travel as fast as the flow of the rapids.
Instead of picking this unit to make a
normal move, if it is more than 3" from all enemy units and wholly within 6" of the battlefield edge, you can say that it will travel the waterways. If you do so, remove this unit from the battlefield and set it up again on the battlefield wholly within 6" of the battlefield edge and more than 9" from all enemy units.
ORDER, LUMINETH REALM-LORDS, AELF, YDRILAN, YDRILAN RIVERBLADES |
Behemoth
A Spirit of the Mountain is a war-form adopted by the geomantic animus of one of Hysh’s great peaks. The strength of the realm itself is theirs to wield, but though their hammers can crush walls and reduce enemies to bloody smears, it is their wisdom these spirits are most revered for - ponderous as it can be.
Geomantic Blast |
| Geomantic Blast | | 1 | 3+ | 2+ | -2 | D6 |
Stoneheart Worldhammer |
| Stoneheart Worldhammer | 3" | 4 | 3+ | 2+ | -2 | |
Cloven Hooves |
| Cloven Hooves | 1" | 2 | 3+ | 3+ | -1 | 2 |
0-6 | 25" | 5 | 12" |
7-9 | 20" | 4 | 10" |
10-12 | 15" | 3 | 8" |
13+ | 10" | 2 | 6" |
Unit Size: 1 Points: 340
Battlefield Role: Behemoth
Base size: 100mm
Notes: Single
An Alarith Spirit of the Mountain is armed with a Geomantic Blast, Stoneheart Worldhammer and Cloven Hooves.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Alarith Battlehost
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 unit does not make a
charge move in your
charge phase, add 1 to the Attacks characteristic of this unit’s melee weapons until your next
movement phase.
Enduring as Rock: When in a battle trance inspired by the mountain, the Alarith take on the aspect of stone, blades rebounding off their rock-hard skin.
When this unit is targeted by an attack, worsen the Rend characteristic of that attack by 1, to a minimum of 0.
Stoneheart Shock Wave: When a Spirit of the Mountain smashes its worldhammer into the ground, it can direct the resulting shock wave at a nearby foe, hurling the enemy to its knees.
At the start of your opponent’s
shooting phase and at the start of the
combat phase, you can pick 1 enemy unit within range of this unit’s Stoneheart Shock Wave ability and visible to it. The range of this unit’s Stoneheart Shock Wave ability is shown on its
damage table. If you do so, subtract 1 from
hit rolls for that unit until the end of that phase.
Stonemage Symbiosis: Stonemages are able to sustain a Spirit of the Mountain, allowing them to fight to their fullest potential.
If this unit is within 12" of a friendly
STONEMAGE, use the top row on this unit’s
damage table, regardless of how many wounds it has suffered.
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 your
combat phase. The unit that receives the command must be a friendly
ALARITH AELF unit. Add 1 to the Attacks characteristic of that unit’s melee weapons until the end of that phase. This unit can
issue this command up to D3 times in the same phase. If it does so, no
command points are spent the second and third times this unit issues this command in that phase. The same unit cannot benefit from this ability and the
Unshakeable Faith of the Mountains ability in the same phase.
ORDER, LUMINETH REALM-LORDS, ALARITH, MONSTER, TOTEM, SPIRIT OF THE MOUNTAIN |
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.
Soul-sheering Blast |
| Soul-sheering Blast | 12" | 1 | |
Raking Claws |
| Raking Claws | 2" | | 4+ | 3+ | -2 | 2 |
Amethyst Fangs |
| Amethyst Fangs | 3" | 3 | 3+ | | -2 | D6 |
0-6 | 16" | 8 | 2+ |
7-9 | 14" | 7 | 3+ |
10-11 | 11" | 6 | 4+ |
12+ | 9" | 5 | 5+ |
Unit Size: 1 Points: 475
Battlefield Role: Behemoth
Base size: 100mm
Notes: Single
A Carmine Dragon is armed with Raking Claws, Amethyst Fangs and a Soul-sheering Blast.
MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the
ORDER keyword.
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 purple-glowing 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.
ORDER, DRAGON, MONSTER, CARMINE DRAGON |
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.
Slime Spray |
| Slime Spray | 12" | 1 | 4+ | 3+ | -2 | D6 |
Cavernous Maw |
| Cavernous Maw | 3" | 3 | 3+ | 2+ | | D6 |
Writhing Coils |
| Writhing Coils | 2" | | 4+ | 4+ | -1 | 1 |
0-6 | 14" | -3 | 3D6 |
7-8 | 12" | -2 | 2D6 |
9-10 | 10" | -2 | D6 |
11+ | 8" | -1 | D3 |
Unit Size: 1 Points: 495
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single
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.
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.
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.
Amber Breath |
| Amber Breath | 12" | D6 | 5+ | 3+ | -2 | D3 |
Savage Talons |
| Savage Talons | 2" | | 3+ | 4+ | -2 | 1 |
Impaling Horns |
| Impaling Horns | 2" | 4 | 4+ | 3+ | -1 | D3 |
0-5 | 10" | 3+ | 12 |
6-8 | 8" | 4+ | 10 |
9-11 | 7" | 4+ | 8 |
12+ | 6" | 5+ | 6 |
Unit Size: 1 Points: 325
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single
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.
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.
GHUR, MONSTER, INCARNATE ELEMENTAL OF BEASTS |
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.
Fiery Bolts |
| Fiery Bolts | 18" | | 4+ | 4+ | -1 | 1 |
Tendrils of Fire |
| Tendrils of Fire | 2" | 6 | 3+ | 4+ | - | 1 |
Burning Lance |
| Burning Lance | 3" | 3 | 3+ | 2+ | -2 | 2 |
0-3 | 8" | 3+ | 10 |
4-6 | 7" | 4+ | 8 |
7-9 | 6" | 4+ | 6 |
10-12 | 5" | 5+ | 4 |
13+ | 4" | 6+ | 2 |
Unit Size: 1 Points: 325
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single
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.
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).
AQSHY, MONSTER, INCARNATE ELEMENTAL OF FIRE |
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.
Brimstone Dragonfire |
| Brimstone Dragonfire | 18" | 1 | |
Furnace-hot Jaws |
| Furnace-hot Jaws | 3" | 4 | 3+ | 2+ | | D6 |
Crushing Claws |
| Crushing Claws | 2" | | 4+ | 3+ | -1 | 2 |
0-10 | 16" | -3 | 8 |
11-13 | 14" | -3 | 7 |
14-16 | 12" | -2 | 6 |
17+ | 10" | -2 | 5 |
Unit Size: 1 Points: 585
Battlefield Role: Behemoth
Base size: 160mm
Notes: Single
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.
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.
DRAGON, MONSTER, MAGMA DRAGON |
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 to go into battle against them.
Chill Breath |
| Chill Breath | 8" | 6 | 4+ | 3+ | -1 | 1 |
Hideous Jaws |
| Hideous Jaws | 1" | 3 | 3+ | 3+ | | D3 |
Powerful Tail |
| Powerful Tail | 2" | 1 | 4+ | 3+ | -1 | |
0-5 | 8" | -3 | 6 |
6-7 | 7" | -2 | D6 |
8-9 | 6" | -2 | D3 |
10+ | 5" | -1 | 2 |
Unit Size: 1 Points: 280
Battlefield Role: Behemoth
Notes: Single
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.
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.
Artillery
The bolts of a Starshard Ballista are more than capable of piercing the armour of a Chaos Warrior or impaling a rank of Gutrippaz one after the other. When needs must, the ballista’s crew can load it with specially enchanted ammunition, designed to blind whomever it strikes.
Starshard Bolts |
| Starshard Bolts | 30" | 3 | 2+ | 3+ | -2 | D3 |
Arming Swords |
| Arming Swords | 1" | 2 | 3+ | 4+ | - | 1 |
Unit Size: 1 Points: 110
Battlefield Role: Artillery
Base size: 80mm
Notes: Single
A Vanari Starshard Ballista is armed with Starshard Bolts and manned by a crew armed with Arming Swords.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Starshard Battery
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, in addition to any damage inflicted, 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.
Keen-eyed Artillerists: The crew of a Starshard Ballista use their twin-bolt arsenal to bring down the most imposing targets.
If the target is a
MONSTER, the Damage characteristic of this unit’s Starshard Bolts is 3 instead of D3.
Warding Lanterns: The crew of a Starshard Ballista carry deployable aetherquartz lanterns that dazzle attackers.
This unit has a
ward of 6+ if it remains stationary in the same turn.
Scryhawks: Scryhawks work in unison with their Lumineth allies to spot and coordinate firepower against even distant targets.
Add 6" to the Range characteristic of this unit’s Starshard Bolts while it is within 12" of any other friendly
STARSHARD BALLISTAS or
AURALAN SENTINELS units.
ORDER, LUMINETH REALM-LORDS, AELF, VANARI, STARSHARD BALLISTA |
Faction Terrain Feature
| | |
| A Shrine Luminor is built upon a realmstone-rich metalith, a floating island in miniature leaden with geomantic energies. From here a Lumineth mage can channel this elemental power to cleanse the corrupted land, as well as bolster their own arcane potential. Unit Size: - Points: 0 Battlefield Role: Faction Terrain Feature Base size: Use model
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 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 battle round, this terrain feature’s Shrine Guardian can issue a command without a command point being spent. | |
| | |
Endless Spell
| | |
| In moments of peril, Hyshian Twinstones can be conjured from the heart of the Realm of Light and to the battlefield. Here they act as reservoirs of magic, for as one stone is drained of power, the other replenishes, forming a perfect aetheric feedback loop. Unit Size: - Points: 30 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, terrain features, other endless spells, invocations and objectives. 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 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 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 effect of that spell has been resolved, this endless spell is removed from play. | |
| | |
| | |
| Only in moments of direst need will a Lumineth mage summon a Rune of Petrification. Those who dare too close to this arcane glyph find their flesh slowly transmuting to unfeeling rock, until they are eventually cursed to become inert statues for all time. Unit Size: - Points: 60 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, terrain features, other endless spells, invocations and objectives. 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 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. | |
| | |
| | |
| The focal point of a Sanctum of Amyntok is the rune Yngra, symbolising both rescue and imprisonment. In battle, these barriers of light energy can be conjured around a mage in need, the arrows and magical bolts of the enemy dissipating harmlessly at the merest touch. Unit Size: - Points: 20 Battlefield Role: Endless Spell Base size: Use model
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 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. | |
| | |
Warscroll Battalion
| | |
| 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 in this battalion that is on the battlefield. On a 4+, that HERO can issue a command in that turn without a command point being spent. | |
| | |
| | |
| 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 in this battalion that is on the battlefield. On a 4+, that HERO can issue a command in that turn without a command point being spent. | |
| | |
| | |
| 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 in this battalion that is on the battlefield. On a 4+, that HERO can issue a command in that turn without a command point being spent. | |
| | |
| | |
| 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 in this battalion that is on the battlefield. On a 4+, that HERO can issue a command in that turn without a command point being spent. | |
| | |
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| 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 in this battalion that is on the battlefield. On a 4+, that HERO can issue a command in that turn without a command point being spent. | |
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| 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 in this battalion that is on the battlefield. On a 4+, that HERO can issue a command in that turn without a command point being spent. | |
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Regiment of Renown
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| The soulpod grove in which Elthwin’s lamentiri was incubated was ransacked by ghouls and touched with maddening energies. Over time, the spirit-song that naturally envelops her fellow Sylvaneth has become torturously faint to Elthwin, and it is only the Arch-Revenant’s strength of will that has staved off insanity. Gossamid Champion: Elthwin has fought alongside her Gossamid Archers innumerable times. Under her command, their arrows unerringly strike the weak points of their targets.
Add 1 to wound rolls for attacks made by the GOSSAMID ARCHERS unit in this regiment of renown while it is wholly within 12" of the ARCH-REVENANT in this regiment of renown.
Flight of the Zephyrspites: In their effort to return to Alarielle’s court, Elthwin’s Thorns are carried by swift and loyal Zephyrspites.
If the GOSSAMID ARCHERS unit in this regiment of renown is within 3" of the ARCH-REVENANT in this regiment of renown when you roll a 2+ to retreat using its Zephyrspites ability, instead of retreating, you can remove both units from the battlefield, then immediately set them up again so that the GOSSAMID ARCHERS unit is wholly within 3" of a terrain feature, the ARCH-REVENANT is wholly within 3" of the GOSSAMID ARCHERS unit, and both units are more than 9" from all enemy units. | |
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| Once, Clan Arzabul were nobles amongst the Khazalid Empire. Yet the fall of that kingdom quashed their fortunes. Rather than succumb to despair, the Runelord Norgrimm leads the survivors to search the ruined karaks for valuable rune-lore. Amongst this recovered knowledge is the Rune of Restored Hearth. Unit Size: - Points: 340 Battlefield Role: Warscroll Battalion Notes: Unique, Single. These units must be taken as a set referred to as Norgrimm’s Rune Throng. Although taken as a set, each is a separate unit.
Rune of Restored Hearth: Each time he strikes this rune, Norgrimm and his kin are one step closer to the restoration of their ancient glory, and they’ll be damned if anyone tries to set them back.
Once per battle, in your hero phase, you can pick 1 objective within 6" of the RUNELORD in this regiment of renown and say Norgrimm will strike the Rune of Restored Hearth. If you do so, for the rest of the battle, models in this regiment of renown count as 2 models for the purposes of contesting that objective, and their unit has a ward of 5+ while they are contesting that objective. | |
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| From scions of the Dark Gods to marauding orruk warlords, threats to Sigmar’s people lurk in every corner of the realms. It is Neave Blacktalon, the God-King’s foremost assassin, who must put down these fell champions. Neave travels upon winds of magic during battle to unleash storms of never-ending axe blows. With her come the Blacktalons, tightly knit companions and warriors of deadly renown all. Justice Will Be Served: When a potential target is near, the Blacktalons are resolute in their determination to deliver Azyrite justice.
Friendly THE BLACKTALONS units have a ward of 6+. | |
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| Unit Size: - Points: 540 Battlefield Role: Warscroll Battalion Notes: Unique, Single. These units must be taken as a set referred to as Fjori’s Flamebearers. Although taken as a set, each is a separate unit.
Toe to Toe: The duardin who follow Fjori into battle do not back down from any foe, no matter the size.
Enemy MONSTERS within 3" of any units in this regiment of renown cannot contest objectives.
Defiance of Grimnir: For these vengeful Fyreslayers, the bigger the enemy, the better.
Units in this regiment of renown cannot be picked when your opponent carries out a monstrous rampage. | |
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