Lumineth Realm-lords – Warscrolls

Leader, Behemoth


10"
16
4+
10
WARSCROLL

Archmage Teclis and Celennar, Spirit of Hysh

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.
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 SufferedArchmageMoonbright TalonsAura of Celennar
0-6Cast 1, 2 or up to 4 spells616"
7-9Cast 1, 2 or up to 4 spells512"
10-12Cast 2 or up to 4 spells49"
13+Cast up to 4 spells36"
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 700
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.

FLY: This unit can fly.

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.
In 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 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, 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, friendly LUMINETH REALM-LORDS units wholly within range of the caster have a ward of 5+ until your next hero phase. 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.

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


6"
16
3+
10
WARSCROLL

Avalenor, the Stoneheart King

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.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Geomantic Blast
Geomantic Blast13+2+-2D6
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Firestealer Hammers
Firestealer Hammers2"63+3+-2
Cloven Hooves
Cloven Hooves1"23+3+-12
DAMAGE
Wounds SufferedGeomantic BlastGuardian of HyshFirestealer Hammers
0-625"12"5
7-920"6"4
10-1215"3"3
13+10"1"2
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 420
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, if the weapon used for that attack has a Rend characteristic of -1, change the Rend characteristic for that attack to ‘-’.

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.

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


Leader


6"
5
4+
8
WARSCROLL

Alarith Stonemage

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.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Staff of the High Peaks
Staff of the High Peaks3"D33+3+-12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 120
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, if the weapon used for that attack has a Rend characteristic of -1, change the Rend characteristic for that attack to ‘-’.

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.

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


6"
8
3+
8
WARSCROLL

Ellania and Ellathor, Eclipsian Warsages

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.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Altairi
Altairi1"42+3+-2See below
Dianaer
Dianaer1"23+3+-1D3
Moonbright Talons
Moonbright Talons1"13+3+-11
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 260
Battlefield Role: Leader
Base size: 40mm
Notes: Single, Unique

Ellania and Ellathor, Eclipsian Warsages, are armed with Altairi and Dianaer.

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

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.

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


24"
8
5+
10
WARSCROLL

Hurakan Spirit of the Wind

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.
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: 250
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

FLY: This unit can fly.

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.

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


16"
5
5+
7
WARSCROLL

Hurakan Windmage

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.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Aspiragillum
Aspiragillum3"23+3+-12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 120
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.

FLY: This unit can fly.

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.

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


16"
6
3+
9
WARSCROLL

Lyrior Uthralle, Warden of Ymetrica

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.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Daemonbane
Daemonbane18"12+2+-2D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Daemonbane
Daemonbane3"22+2+-1D3
Regent’s Sword
Regent’s Sword1"52+3+-12
Horns and Claws
Horns and Claws1"43+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 190
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.

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

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.

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


6"
5
5+
8
WARSCROLL

Myari Lightcaller

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.
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: 235
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.

Myari Lightcaller is armed with Searing Beams and the Staff of Enlightenment.

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

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 that cannot be modified (do not roll 2D6), but it can 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.

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


6"
5
5+
7
WARSCROLL

Scinari Calligrave

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.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Calligrave Blade
Calligrave Blade3"D33+3+-12
PITCHED BATTLE PROFILE

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

A Scinari Calligrave is armed with a Calligrave Blade.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Auralan Battlehost
 • Bladelord Host
 • Starshard Battery

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 that cannot be modified (do not roll 2D6), but it can 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.

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


6"
5
5+
7
WARSCROLL

Scinari Cathallar

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.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Despairing Touch
Despairing Touch1"14+2+-D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 110
Battlefield Role: Leader
Base size: 32mm
Notes: Single

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

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

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 that cannot be modified (do not roll 2D6), but it can 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.

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


6"
5
5+
7
WARSCROLL

Scinari Enlightener

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.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Crescent Staff
Crescent Staff18"D63+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Enlightener Blade
Enlightener Blade1"34+3+-12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 170
Battlefield Role: Leader
Notes: Single

A Scinari Enlightener is armed with a Crescent Staff and Enlightener Blade.

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

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 that cannot be modified (do not roll 2D6), but it can 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.

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


6"
6
4+
8
WARSCROLL

Scinari Loreseeker

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.
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: 160
Battlefield Role: Leader
Base size: 32mm
Notes: Single

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

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

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 that cannot be modified (do not roll 2D6), but it can 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.

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


24"
10
5+
10
WARSCROLL

Sevireth, Lord of the Seventh Wind

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.
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: 320
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

FLY: This unit can fly.

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.

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


6"
8
3+
10
WARSCROLL

The Light of Eltharion

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.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Fangsword of Eltharion
Fangsword of Eltharion1"42+3+-33
Celennari Blade
Celennari Blade1"22+3+-13
PITCHED BATTLE PROFILE

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.

KEYWORDS
ORDER, LUMINETH REALM-LORDS, AELF, HERO, THE 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: 100
Battlefield Role: Leader
Base size: 40mm
Notes: Single

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

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

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).

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


14"
6
3+
8
WARSCROLL

Vanari Lord Regent

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.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Regent’s Sword
Regent’s Sword1"52+3+-12
Horns and Claws
Horns and Claws1"33+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 170
Battlefield Role: Leader
Base size: 90 x 52mm
Notes: Single

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

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

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.

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


Battleline


6"
1
4+
6
WARSCROLL

Vanari Auralan Wardens

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.
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: 150
Battlefield Role: Battleline
Base size: 32mm
Notes: 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.

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


None


4"
2
4+
7
WARSCROLL

Alarith Stoneguard

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.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Stone Mallet or Diamondpick Hammer
Stone Mallet or Diamondpick Hammer2"23+3+-11
Paired Stratum Hammers
Paired Stratum Hammers1"43+3+-1
PITCHED BATTLE PROFILE

Unit Size: 5      Points: 120
Battlefield Role: None
Base size: 32mm
Notes: 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, if the weapon used for that attack has a Rend characteristic of -1, change the Rend characteristic for that attack to ‘-’.

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.

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


14"
2
5+
7
WARSCROLL

Hurakan Windchargers

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.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Windcharger Bow
Windcharger Bow12"23+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Windcharger Bow
Windcharger Bow3"13+3+-11
Claws
Claws1"23+4+-1
PITCHED BATTLE PROFILE

Unit Size: 5      Points: 150
Battlefield Role: None
Base size: 60 x 35mm
Notes: 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.

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


6"
2
4+
7
WARSCROLL

Myari’s Purifiers

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.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Auralan Bow
Auralan Bow18"23+4+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Stone Mallet
Stone Mallet1"33+3+-1D3
Sunmetal Greatsword
Sunmetal Greatsword1"22+2+-1D3
Vanari Dagger
Vanari Dagger1"13+4+-1D3
PITCHED BATTLE PROFILE

Unit Size: 3      Points: 235
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.

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).

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


6"
1
5+
6
WARSCROLL

Vanari Auralan Sentinels

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.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Auralan Bow: Aimed
Auralan Bow: Aimed18"13+4+-11
Auralan Bow: Lofted
Auralan Bow: Lofted24"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
Base size: 32mm
Notes: 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.

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


6"
2
4+
7
WARSCROLL

Vanari Bladelords

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.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Sunmetal Greatblade: Perfect Strike
Sunmetal Greatblade: Perfect Strike2"1
See below
Sunmetal Greatblade: Flurry of Blows
Sunmetal Greatblade: Flurry of Blows2"23+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 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.

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


14"
2
4+
7
WARSCROLL

Vanari Dawnriders

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.
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 your army, you can take 1 Vanari Auralan Sentinels unit or 1 Vanari Dawnriders unit as a Battleline unit.

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.

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


Behemoth


6"
14
3+
10
WARSCROLL

Alarith Spirit of the Mountain

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.
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
0-625"512"
7-920"410"
10-1215"38"
13+10"26"
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 380
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, if the weapon used for that attack has a Rend characteristic of -1, change the Rend characteristic for that attack to ‘-’.

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.

KEYWORDS
ORDER, LUMINETH REALM-LORDS, ALARITH, MONSTER, TOTEM, 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
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
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 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.

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
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
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
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
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
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
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
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
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 to 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
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
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


Artillery


6"
5
5+
6
WARSCROLL

Vanari Starshard Ballista

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.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Starshard Bolts
Starshard Bolts30"32+3+-2D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Arming Swords
Arming Swords1"23+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 130
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.

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


Faction Terrain Feature


FACTION TERRAIN WARSCROLL

Shrine Luminor

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.
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 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


Endless Spell WARSCROLL

Hyshian Twinstones

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.
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, 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.


Endless Spell WARSCROLL

Rune of Petrification

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.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 40
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.


Endless Spell WARSCROLL

Sanctum of Amyntok

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.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 50
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 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


Warscroll Battalion

Alarith Battlehost

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.


Warscroll Battalion

Hurakan Battlehost

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.


Warscroll Battalion

Auralan Battlehost

ORGANISATION
 • 0-1 Lyrior Uthralle, Warden of Ymetrica
 • 0-1 Vanari Lord Regents
 • 0-1 Vanari Bannerblades
 • 0-3 SCINARI HEROES
 • 1 Scinari Cathallar
 • 2-4 Vanari Auralan Sentinels units and an equal number of Vanari Auralan Wardens units
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.


Warscroll Battalion

Dawnrider Battlehost

ORGANISATION
 • 2-3 Vanari Dawnriders units
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.


Warscroll Battalion

Bladelord Host

ORGANISATION
 • 1 VANARI HERO or SCINARI HERO
 • 2-3 Vanari Bladelords units
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.


Warscroll Battalion

Starshard Battery

ORGANISATION
 • 1 Scinari Calligrave
 • 3-5 Vanari Starshard Ballistas
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.
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.
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.
19.3.2 Dispelling Endless Spells
At the start of the hero phase, each player can attempt to dispel 1 endless spell with each friendly WIZARD and friendly PRIEST. The player whose turn is taking place makes all of their dispelling attempts first. If a WIZARD attempts to dispel an endless spell, they can attempt to cast or unbind 1 fewer spell in that hero phase. If a PRIEST attempts to dispel an endless spell, they can chant 1 fewer prayer in that hero phase. The same player cannot attempt to dispel the same endless spell more than once per phase.

To attempt to dispel an endless spell, pick 1 endless spell that is within 30" of a friendly WIZARD or friendly PRIEST and that is visible to them. Then make a dispelling roll by rolling 2D6. If the roll is greater than the casting value of that endless spell, it is dispelled and removed from play. An endless spell cannot be summoned again in the turn that it is removed from play.
14.5 Mortal Wounds
Some attacks, spells and abilities cause mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
14.3 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.

Protection of Hysh

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

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

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

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

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

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

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

Leader
None

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

Leader, Behemoth
Leader
None
Behemoth

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

Leader, Behemoth
Leader
Behemoth

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

Leader, Behemoth
Behemoth

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

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

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

Leader
None
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 SCINARI keyword is used in the following Lumineth Realm-lords warscrolls:

Leader

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

Leader
Battleline
None
Artillery
8.1 Normal Move
When you pick a unit to make a normal move, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. Units cannot move within 3" of enemy units when making a normal move. Units cannot make a normal move if they are within 3" of an enemy unit.
8.2 Retreat
When you pick a unit to retreat, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. The unit must end the move more than 3" from all enemy units. You cannot shoot or attempt a charge later in the turn with a unit that has retreated. Units cannot retreat if they are not within 3" of an enemy unit.
8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run. Units cannot run if they are within 3" of an enemy unit.

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

Leader
None

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

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

None
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 LORD REGENT keyword is used in the following Lumineth Realm-lords warscrolls:

Leader
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.
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.
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.

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

Leader

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

Leader

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

None

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

Artillery

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

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

Behemoth
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.
1.5.3 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.

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

Leader
© Vyacheslav Maltsev 2013-2022