Lumineth Realm-lords

The Lumineth are often mistaken for angelic beings of pure light, for they glow with the glorious power of Hysh. Their incredible intellects were once turned to the pursuits of art, magic and philosophy, but now they are attuned to the business of war. To fight them is to battle not only the aelven warhosts but the Realm of Light itself.

This page contains all of the rules you need to field your Lumineth Realm-lords miniatures on the battlefields of the Mortal Realms, from a host of exciting faction rules to a range of warscrolls. The rules are split into the following sections:


Books

BookKindEditionLast update
  Lumineth Realm-lords
  Lumineth Realm-lordsBattletome4February 2026
  Legends compendium
  Legends compendiumWarscroll4February 2026
  Rules Updates
  Rules UpdatesRulebook4February 2026
  Disciples of Tzeentch
  Disciples of TzeentchBattletome4February 2026
  Scourge of Ghyran - Lumineth Realm-lords
  Scourge of Ghyran - Lumineth Realm-lordsExpansion4December 2025
  Battle Profiles
  Battle ProfilesRulebook4December 2025
  Regiments of Renown
  Regiments of RenownWarscroll4September 2025
  Grotmas Advent: Regiments of Renown
  Grotmas Advent: Regiments of RenownWarscroll4September 2025
  Kharadron Overlords
  Kharadron OverlordsBattletome4July 2025
  Cities of Sigmar
  Cities of SigmarFaction Pack4July 2025
  Regiments of Renown - Idoneth Deepkin
  Regiments of Renown - Idoneth DeepkinExpansion4July 2025
  Sons of Behemat
  Sons of BehematFaction Pack4January 2025
  Stormcast Eternals
  Stormcast EternalsBattletome4September 2024

Faction Rules


Battle Traits

Lumineth Realm‑lords armies can use the following abilities:

Once Per Battle Round (Army), Start of Battle Round
DEPICT RUNE: The Lumineth magically inscribe runes of power into the lands themselves to enhance their armies and heal the realms of Chaos corruption.

Effect: Pick 1 of the following runes to depict on your battle scripture. The effect and conditional enhanced effects of that rune last for the rest of the battle round. Each rune remains on your battle scripture for the rest of the battle or until it is removed or replaced by another ability.

Varinor, Rune of Strength: Pick up to 2 friendly LUMINETH REALM-LORDS units for each instance of this rune depicted on your battle scripture to be the targets. Add 1 to run rolls and charge rolls for each target. In addition, the following enhanced effects apply:
  • While Ydriliqi, Rune of the River is depicted on your battle scripture, add 1 to wound rolls for each target’s combat attacks.
  • While Oreali, Rune of the Wind is depicted on your battle scripture, each target can use SHOOT and/or CHARGE abilities even if it used a RETREAT ability in the same turn.
Alaithi, Rune of the Mountain: Pick up to 2 friendly LUMINETH REALM-LORDS units for each instance of this rune depicted on your battle scripture to be the targets. Each target has WARD (5+). In addition, the following enhanced effects apply:
  • While Varinor, Rune of Strength is depicted on your battle scripture, the targets’ melee weapons have Anti-charge (+1 Rend).
  • While Ydriliqi, Rune of the River is depicted on your battle scripture, subtract 1 from wound rolls for attacks made by enemy units while they are in combat with any of the targets.
Ydriliqi, Rune of the River: Pick up to 2 friendly LUMINETH REALM-LORDS units for each instance of this rune depicted on your battle scripture to be the targets. Subtract 2 from charge rolls for enemy units while they are within 12" of any of the targets. In addition, the following enhanced effects apply:
  • While Alaithi, Rune of the Mountain is depicted on your battle scripture, ignore negative modifiers to hit rolls and wound rolls for attacks made by the targets.
  • If Oreali, Rune of the Wind is depicted on your battle scripture, each target can immediately move up to 3". They can pass through the combat ranges of enemy units and can end that move in combat.
Oreali, Rune of the Wind: Pick up to 2 friendly LUMINETH REALM-LORDS units for each instance of this rune depicted on your battle scripture to be the targets. Subtract 1 from hit rolls for attacks made by enemy units while they are in combat with any of the targets. In addition, the following enhanced effects apply:
  • While Varinor, Rune of Strength is depicted on your battle scripture, add 4" to each target’s Move characteristic.
  • While Alaithi, Rune of the Mountain is depicted on your battle scripture, add 5 to each target’s control score.
Thalari, Rune of the Zenith: Add 2 to casting rolls for friendly LUMINETH REALM-LORDS units. In addition, if you have 4 or more unique runes depicted on your battle scripture, add 4" to the Move characteristic of friendly LUMINETH REALM-LORDS units and friendly LUMINETH REALM-LORDS units’ attacks score critical hits on unmodified hit rolls of 5+.

Designer’s Note: We recommend noting the runes you have inscribed in each battle round on a piece of paper to keep track of which are currently depicted on your battle scripture. Feel free to note them by type (Strength, River, Mountain etc.), by initial (each has a different first letter) or, if you are feeling particularly adventurous, you can try your hand at aelven calligraphy and learn to draw each rune!

Battle Formations

You can pick 1 of the following battle formations for a Lumineth Realm-lords army. Each battle formation grants a different ability you can use in the battle.

BATTLE PROFILE
NamePoints
Warhost of Duality0
Pilgrims of Haixiah20
Aelementor Guardians10
Scinari Council0

Warhost of Duality

Passive
STRIKE AS ONE: Symmetry is fundamental to aelven nature and culture. These warriors exemplify the concept, fighting in awe-inspiring synchrony.

Effect: When players are alternating picking units to use a FIGHT ability, when it is your turn to pick a unit, you can pick 2 friendly LUMINETH REALM-LORDS units instead of 1. Resolve the second FIGHT ability immediately after the first.


Pilgrims of Haixiah

Passive
TRICK OF THE LIGHT: These Lumineth have journeyed to the far reaches of Hysh. The wild magic of that region has found purchase in them, occasionally surrounding them with prismatic distortions and mirages that confuse nearby foes as to their precise location.

Effect: Friendly LUMINETH REALM-LORDS units can use the ‘Power Through’ command even if they have not charged this turn.


Aelementor Guardians

Once Per Turn (Army), Any Hero Phase
ANCIENT SPIRITS: The aelementor spirits that accompany this host are venerable indeed. They have weathered the march of aeons; they will not yield to the petty aggression of short-lived mortals.

Declare: Pick a friendly LUMINETH REALM-LORDS MONSTER to be the target.

Effect: For the rest of the turn, ignore the first damage point that would be allocated to each visible friendly LUMINETH REALM-LORDS unit in each phase while it is wholly within 12" of the target.


Scinari Council

Passive
ARCANE FOCUS: The Scinari mages in this host have collectively dedicated their lives to studying the magics of the realms.

Effect: SPELL abilities from the Lore of Hysh or the Lore of the Awakened Realms used by friendly LUMINETH REALM-LORDS WIZARDS have the UNLIMITED keyword. However, you cannot pick the same unit to be the target of the same SPELL ability in the same turn.

Heroic Traits

Facets of Brilliance

HERO only

BATTLE PROFILE
NamePoints
MASTERFUL TACTICIAN0
ACOLYTE OF THE RUNES0
FLAWLESS COMMANDER0
Reaction: You declared the ‘Redeploy’ command for a visible friendly LUMINETH REALM-LORDS unit wholly within 12" of this unit
MASTERFUL TACTICIAN: This shrewd commander has a crystal-clear understanding of the flow of battle, knowing precisely when to direct their warriors to bolster a weak point in their line or exploit one in that of the enemy.

Effect: If you roll a 1-3 when determining the distance that unit can move, you can use a value of 4 instead.

Start of Battle Round
ACOLYTE OF THE RUNES: This aelf regularly meditates upon the aelven runic scripture. Over time, they have become particularly sensitive to the sigils’ power.

Declare: Pick a friendly LUMINETH REALM-LORDS HERO wholly within 12" of this unit to be the target.

Effect: That HERO can be picked as an additional target the next time you use the ‘Depict Rune’ ability.

Deployment Phase
FLAWLESS COMMANDER: This aelf has dedicated their life to mastering battlefield manoeuvres. Infantry formations that march under their banner operate in perfect unison, swiftly making way for each other and allowing them to advance with awe-inspiring discipline.

Declare: Pick up to 3 visible friendly LUMINETH REALM-LORDS INFANTRY units wholly within 18" of this unit to be the targets.

Effect: Each target can use the ‘Normal Move’ ability as if it were your movement phase.


Aspects of Enlightenment

HERO only

BATTLE PROFILE
NamePoints
FLAWLESS COMMANDER0
AETHERQUARTZ REQUISITIONER0
MARTIAL PERFECTIONIST0
Passive
FLAWLESS COMMANDER: Under this aelf’s command, the serried ranks of the Lumineth advance in a perfect march.

Effect: Add 2" to the Move characteristic of friendly LUMINETH REALM-LORDS INFANTRY units while they are wholly within 12" of this unit.

Once Per Battle, Reaction: You declared a SPELL ability for a LUMINETH REALM-LORDS WIZARD within this unit’s combat range
AETHERQUARTZ REQUISITIONER: This aelf keeps an emergency supply of aetherquartz that can be used to enhance a critical spell.

Effect: Add 3 to the casting roll for that spell.

Any Combat Phase
MARTIAL PERFECTIONIST: This aelf expects their warriors to commit fully to each and every task; they will accept no half measures.

Declare: Pick a visible enemy unit within 12" of this unit that is damaged or that had any models slain this turn to be the target.

Effect: Roll a dice. On a 3+, add 1 to wound rolls for combat attacks made by friendly LUMINETH REALM-LORDS INFANTRY units that target that enemy unit for the rest of the turn.

Artefacts of Power

Heirlooms of Hysh

HERO only

BATTLE PROFILE
NamePoints
PHOENIX STONE0
SILVER WAND0
WAYSTONE0
Passive
PHOENIX STONE: This ancient crystal, at once hot and cold to the touch, shatters just as the bearer’s anima is about to flee their body, releasing swirling flames that reknit flesh rather than burn, granting the bearer a precious second chance to fulfil their destiny.

Effect: The first time this unit would be destroyed, before removing it from play, roll a dice. On a 3+, this unit is not destroyed and any remaining damage points inflicted on it have no effect. Then, Heal (D3) this unit.

Passive
SILVER WAND: This slender wand, unassuming in its delicate grace and simplicity, is covered with finely engraved, winding Lumineth runes. It is imbued with the quiet dignity of the one who crafted it, a power that can be channelled by the bearer to dispel wild outbursts of enemy magics and focus their own spellweaving.

Effect: If this unit is non-NOT A WIZARD, it can use the ‘Unbind’ ability as if it had WIZARD (1). Otherwise, add 1 to casting rolls for this unit.

Your Movement Phase
WAYSTONE: This small sliver of dark rock hovers above the bearer’s outstretched palm, leading them along hidden paths towards that which they desire. Its use requires exceptional discipline or stillness of the mind, for what one thinks one desires is ever elusive – often perilously so.

Effect: Remove this unit from the battlefield and set it up again wholly within friendly territory and more than 9" from all enemy units.

Spell Lore

BATTLE PROFILE
NamePoints
Lore of Hysh0
Lore of Prismatic Resonance10
Lore of the Awakened Realms0

Lore of Hysh

Your Hero Phase
6
BEACON OF HYSH: The caster imbues allies with an aura of brilliance that blinds their opponents.

Declare: Pick a friendly LUMINETH REALM-LORDS WIZARD to cast this spell, pick a visible friendly non-MONSTER LUMINETH REALM-LORDS unit wholly with 12" of them to be the target, then make a casting roll of 2D6.

Effect: Until the start of your next turn, if the unmodified hit roll for an attack that targets that friendly unit is 1-3, the attack fails and the attack sequence ends.
KEYWORDSSPELL, UNLIMITED

Your Hero Phase
7
OVERWHELMING HEAT: The caster summons the searing light and oppressive heat of the Hyshian deserts to sap their foes’ strength and inflict them with crippling thirst.

Declare: Pick a friendly LUMINETH REALM-LORDS WIZARD to cast this spell, pick a visible enemy unit within 18" of them to be the target, then make a casting roll of 2D6.

Effect: Halve the target’s Move characteristic until the start of your next turn, then roll a dice. If the roll equals or exceeds the target’s Save characteristic, inflict D3 mortal damage on it.
KEYWORDSSPELL

Your Hero Phase
7
PIERCING REFRACTION: The caster looses a thin, burning ray of light that leaps between a group of foes in a dazzling series of perfectly straight beams, scorching minute holes through them that can prove instantly lethal.

Declare: Pick a friendly LUMINETH REALM-LORDS WIZARD to cast this spell, pick a visible enemy unit within 18" of them to be the target, then make a casting roll of 2D6.

Effect: Roll a dice for each model in the target unit. For each 5+, inflict 1 mortal damage on the target.
KEYWORDSSPELL


Lore of the Awakened Realms

Your Hero Phase
6
FOCUSED EROSION: The caster calls upon nearby spirits of wind, water and stone, which work together to assail the weapons of the foe in a sentient storm that dulls blades and spoils ammunition.

Declare: Pick a friendly LUMINETH REALM-LORDS WIZARD to cast this spell, pick a visible enemy unit within 18" of them to be the target, then make a casting roll of 2D6.

Effect: Subtract 1 from the Rend characteristic of the target’s weapons until the start of your next turn.
KEYWORDSSPELL, UNLIMITED

Your Hero Phase
6
ELEMENTAL PUSH: Carried upon a shifting patch of earth or sped by a benevolent zephyr, a group of Lumineth are carried to a more advantageous position by the spirits of the land.

Declare: Pick a friendly LUMINETH REALM-LORDS WIZARD to cast this spell, pick a visible friendly LUMINETH REALM-LORDS unit wholly within 12" of them that was not set up this turn to be the target, then make a casting roll of 2D6. Subtract 1 from the roll if the target is in combat.

Effect: The target can move up to 5". It can pass through the combat ranges of enemy units but cannot end that move in combat.
KEYWORDSSPELL

Your Hero Phase
7
REALMSHIELD: Whether buffeting air spirits that hinder incoming attacks or minor earth aelementors that move to obstruct the Lumineth’s foes, the land around the caster is stirred to provide protection to the aelves.

Declare: Pick a friendly LUMINETH REALM-LORDS WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: Until the start of your next turn, friendly LUMINETH REALM-LORDS units have WARD (5+) while they are wholly within 12" of the caster.
KEYWORDSSPELL


Lore of Prismatic Resonance

Your Hero Phase
6
BEAM OF HYSH: Tracing the rune of Varinor in the air, the caster looses a brilliant lance of searing light.

Declare: Pick a friendly LUMINETH REALM-LORDS WIZARD to cast this spell, pick a visible enemy unit within 18" of them that has not been picked to be the target of this ability this battle round to be the target, then make a casting roll of 2D6. Add 1 to the casting value of this spell for each time it has been cast by a friendly WIZARD this turn.

Effect: Inflict D3+X mortal damage on the target, where X is the number of times, to a maximum of 3, that this spell has previously been cast by a friendly WIZARD this turn.
KEYWORDSSPELL, UNLIMITED

Your Hero Phase
6
UNSEEN FORCE: Focusing on the balance of the cosmos, the caster turns the foe’s own aggression against them, channelling an invisible barrier to hold back their advance.

Declare: Pick a friendly LUMINETH REALM-LORDS WIZARD to cast this spell, pick a visible enemy unit within 18" of them to be the target, then make a casting roll of 2D6.

Effect: Until the start of your next turn, the target cannot use RUN abilities. In addition, if that enemy unit has already been picked to be the target of this ability this battle round, subtract 1 from hit rolls for the target’s combat attacks.
KEYWORDSSPELL, UNLIMITED

Your Hero Phase
6
BEACONS OF PROTECTION: Glowing with inner light, the Lumineth’s spellcasters envelop themselves and nearby allies in a radiant shield.

Declare: Pick a friendly LUMINETH REALM-LORDS WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: Until the start of your next turn, ignore the first damage point allocated to friendly non-MONSTER LUMINETH REALM-LORDS units each phase while they are wholly within 9" of a friendly LUMINETH REALM-LORDS WIZARD. Add 3" to the range for each additional time this spell has been successfully cast by a friendly WIZARD this battle round.
KEYWORDSSPELL, UNLIMITED

Manifestation Lore

BATTLE PROFILE
NamePoints
Manifestations of Hysh0

Manifestations of Hysh

Your Hero Phase
6
SUMMON HYSHIAN TWINSTONES: The caster calls forth two giant crystal teardrops that orbit around each other.

Declare: If there is not a friendly Hyshian Twinstones endless spell on the battlefield, pick a friendly LUMINETH REALM-LORDS WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: Set up a Hyshian Twinstones endless spell wholly within 18" of the caster and visible to them.
KEYWORDSSPELL, SUMMON

Your Hero Phase
7
SUMMON RUNE OF PETRIFICATION: The caster conjures a hovering sigil formed from the very crust of the realm.

Declare: If there is not a friendly Rune of Petrification on the battlefield, pick a friendly LUMINETH REALM-LORDS WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: Set up a Rune of Petrification wholly within 12" of the caster and visible to them.
KEYWORDSSPELL, SUMMON

Your Hero Phase
7
SUMMON SANCTUM OF AMYNTOK: Triple manifestations of the rune Yngra form a protective barrier around the summoner.

Declare: If there is not a friendly Sanctum of Amyntok on the battlefield, pick a friendly LUMINETH REALM-LORDS WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: Set up a Sanctum of Amyntok wholly within 12" of the caster and more than 3" from all enemy units. A Sanctum of Amyntok has 3 parts that must be set up touching each other so that they form a ring.
KEYWORDSSPELL, SUMMON

Army of Renown

Aelementiri Conclave

When you pick the Lumineth Realm-lords faction for your army, you can choose for it to be an Aelementiri Conclave Army of Renown. If you do so, use the faction rules on these pages instead of the Lumineth Realm-lords faction rules. Every unit in your army must be drawn from the units listed in the roster options below. All units in your army gain the AELEMENTIRI CONCLAVE keyword

ROSTER OPTIONS
  • Any ALARITH units
  • Any HURAKAN units
  • Any YDRILAN units
  • You cannot include Regiments of Renown

Battle Traits

Once Per Battle (Army), Deployment Phase
WORLD RUNES: The aelementiri are particularly sensitive to the runes of the core elements that constitute the Hysh-Mhensa, for these sigils represent the natural forces to which they have dedicated their lives.

Effect: Add 1 Alaithi, Rune of the Mountain to your library for each friendly ALARITH unit on the battlefield.

Add 1 Oreali, Rune of the Wind to your library for each friendly HURAKAN unit on the battlefield.

Add 1 Ydriliqi, Rune of the River to your library for each friendly YDRILAN unit on the battlefield.

You can have a maximum of 6 of each type of rune in your library.

Once Per Battle Round (Army), Start of Battle Round
DEPICT RUNE: Channelling the power of their temple’s runes, the aelementiri bring their extraordinary powers to bear against the foe.

Declare: You must use this ability.

Effect: Remove all runes from your battle scripture. Then, pick any number of runes to remove from your library and depict them on your battle scripture. Runes removed from your library in this way are removed for the rest of the battle.

Designer’s Note: Runes are used to activate powerful abilities on your units’ warscrolls.

Once Per Turn (Army), Your Movement Phase
ENTREAT SPIRITS: Even should an aelementor’s war-form be vanquished, the spirit itself is not so easily undone. Amidst its natural environment, the combined power of multiple runes of the land can call it back to battle, seeing it return to inhabit the sacred armour that was forged for it.

Declare: You can use this ability if you have 3 or more runes in your library. Pick a friendly non-UNIQUE MONSTER unit that has been destroyed to be the target.

Effect: Remove any 3 runes from your library. Then, set up a replacement unit identical to the target wholly within 6" of a terrain feature and more than 9" from all enemy units. Allocate 6 damage points to the replacement unit (ward rolls cannot be made for those damage points).

Once Per Turn (Army), Any Combat Phase
THE REALMS FIGHT BACK: The spirits of the land itself awaken to aid the Lumineth in their struggle against the powers of ruin.

Declare: Pick a terrain feature. Then, pick an enemy unit within 6" of that terrain feature to be the target.

Effect: Roll a D3 and apply the corresponding effect for the rest of the turn.

1. Eruption of Earth: Inflict 3 mortal damage on the target.
2. Howling Winds: Subtract 5 from the target’s control score.
3. Flash Flood: The target has STRIKE-LAST.


Heroic Traits

HERO only
Passive
WORLD-MAGE: While they have dedicated themselves to one of the elements, this mage has meditated long on the Hysh-Mhensa as a whole, unlocking truths that allow them to draw power from all aspects of the World Rune.

Effect: Add 1 to casting rolls for this unit for each unique rune depicted on your battle scripture.


Artefacts of Power

HERO only
Any Hero Phase
AELEMENTOR FOCUS: Whether a shard of igneous rock rendered glittering by the weight of a soaring peak, a simple whistle that plays notes pleasing to mischievous air spirits, or a perfectly smooth pebble crafted by the millennia-long caress of a crystal rapid, this object acts as a more direct channel of communion with the spirits of the land.

Declare: Pick a terrain feature to be the target.

Effect: Measure the range and visibility of the next SPELL ability used by this unit from the target instead of from this unit.


Spell Lore

Your Hero Phase
7
VEXING SPIRITS: Shifting shingle, stinging winds or sudden fog, minor spirits of the land band together to bedevil and harass the foe.

Declare: Pick a friendly AELEMENTIRI CONCLAVE WIZARD to cast this spell, pick a visible enemy unit within 12" of them to be the target, then make a casting roll of 2D6.

Effect: For the rest of the turn, the target cannot use commands.
KEYWORDSSPELL


Manifestation Lore

Your Hero Phase
6
CYCLE MANIFESTATION: With a deft gesture, the caster dismisses one manifestation and uses its power to summon another.

Declare: Pick a friendly AELEMENTIRI CONCLAVE WIZARD to cast this spell, pick 1 of the friendly MANIFESTATIONS below that is not on the battlefield, then make a casting roll of 2D6.

Effect: If there is already a friendly MANIFESTATION from the list above on the battlefield, it is immediately banished. Then, set up the MANIFESTATION you picked within 1" of the caster and visible to them. If that MANIFESTATION is a Sanctum of Amyntok, it must instead be set up wholly within 12" of the caster, more than 3" from all enemy units, and with its 3 parts touching each other so that they form a ring.
KEYWORDSSPELL, SUMMON

Army of Renown

Vanari Paragons

When you pick the Lumineth Realm-lords faction for your army, you can choose for it to be a Vanari Paragons Army of Renown. If you do so, use the faction rules on these pages instead of the Lumineth Realm-lords faction rules. Every unit in your army must be drawn from the units listed in the roster options below. All units in your army gain the VANARI PARAGONS keyword.

ROSTER OPTIONS

Battle Traits

Once Per Battle (Army), Deployment Phase
REWARDS OF VALOUR: Recognising excellence is a core precept among the ranks of the Vanari. Their finest are often rewarded with powerful heirlooms in recognition of their deeds.

Declare: Pick a friendly non-UNIQUE VANARI HERO that does not have an artefact of power to be the target.

Effect: Give the target 1 artefact of power from the ’Vanari Paragons’ Army of Renown rules.

Designer’s Note: This artefact of power is given to the HERO during the deployment phase, not during army composition.

Once Per Battle (Army), End of Any Turn
LABOUR OF CONTROL: As proof of their mastery of battle, the Vanari task themselves with dominating all corners of the battlefield.

Declare: You can only use this ability if there is at least 1 different friendly unit within 6" of each battlefield edge.

Effect: Add 1 to the number of labours you have completed. For the rest of the battle, add 2" to the Move characteristic of friendly LUMINETH REALM-LORDS units.

Once Per Battle (Army), End of Any Turn
LABOUR OF MIGHT: The Vanari vow to vanquish those who threaten the sanctity of the realms.

Declare: You can only use this ability if 3 or more enemy units have been destroyed this battle.

Effect: Add 1 to the number of labours you have completed. For the rest of the battle, add 1 to wound rolls for combat attacks made by friendly LUMINETH REALM-LORDS units.

Once Per Battle (Army), End of Any Turn
LABOUR OF PRECISION: The Vanari seek to deliver a series of perfect strikes to unravel the cohesion of the foe, eliminating their commanders with precision and decisiveness.

Declare: You can only use this ability if there are no enemy units with an artefact of power on the battlefield.

Effect: Add 1 to the number of labours you have completed. For the rest of the battle, add 10 to the control scores of friendly LUMINETH REALM-LORDS units.

Once Per Battle (Army), End of Any Turn
BLESSING OF TYRION: Those who uphold the Decree Tyrionic and the values of the Lord Phoenix shine with a radiant glory that repels evil.

Declare: You can only use this ability if you have completed 3 labours.

Effect: For the rest of the battle, friendly LUMINETH REALM-LORDS units have WARD (5+).


Heroic Traits

HERO only
Any Combat Phase
MASTER DUELLIST: Not only is this warrior a paragon of single combat, landing multiple strikes before their opponent even has a chance to respond, but they have also studied an ancient technique of arcane unforging that robs the foe’s magical artefacts of their power.

Declare: Pick a visible enemy HERO in combat with this unit to be the target.

Effect: Roll a dice. On a 4+:
  • If the target has an artefact of power, it no longer has that artefact of power.
  • The target has STRIKE-LAST for the rest of the turn.


Artefacts of Power

HERO only
Your Movement Phase
SWIFTFEATHER TALISMAN: This delicate talisman, in the form of a feather engraved with the rune Senlui, can instil sudden swiftness and lightness of step in the bearer or their chosen companions.

Declare: Pick a friendly LUMINETH REALM-LORDS unit wholly within 12" of this unit to be the target.

Effect: Add 2" to the target’s Move characteristic for the rest of the turn.

Passive
NULLSTONE BEADS: These beads, each graven with the rune Danoi, are cold to the touch, and the owner risks drifting into a deep slumber should they wear them for too long. However, they possess powerful anti-magic properties and can cause enemy spells to wither and dissipate when brandished with purpose.

Effect: This unit can use the ‘Unbind’ ability as if it had WIZARD (1).

Passive
PHOENIX BLADE: This blade is imbued with a portion of the Lord Phoenix’s incandescent power; those who feel its bite have the potential to suddenly ignite in purifying flames.

Effect: This unit’s combat attacks score critical hits on unmodified hit rolls of 5+.

17.2 Mortal Damage
Some abilities inflict mortal damage. If an ability inflicts mortal damage on a unit, add that number of damage points to the unit’s damage pool for that ability (see 18.2 Allocating Damage).
7.0 Combat Range
Each model has a combat range that extends 3" horizontally from its base and any distance vertically from that circle to form a cylinder. The combat range of a unit extends 3" horizontally and any distance vertically from every model in that unit. Units from opposing armies that are within each other’s combat range and that are visible to each other are in combat with each other. When a unit that is not in combat enters the combat range of a visible enemy unit, it moves into combat.
A model is considered to be in combat with an enemy unit if that unit is within the model’s combat range and visible to it’

  • A unit’s combat range extends 3" out from every model in that unit.
  • If any enemy models are within a unit’s combat range and visible to it, that unit is in combat.
Universal Core Abilities - Movement Phase
Your Movement Phase
NORMAL MOVE: The warriors advance across the battlefield.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: That unit can move a distance up to its Move characteristic. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE

Your Movement Phase
RUN: The unit rushes into position.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Make a run roll of D6. That unit can move a distance up to its Move characteristic added to the run roll. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE, RUN

Your Movement Phase
RETREAT: The fighters disengage from combat, though at the cost of lowering their defences.

Declare: Pick a friendly unit that is in combat to use this ability.

Effect: Inflict D3 mortal damage on that unit. That unit can move a distance up to its Move characteristic. That unit can move through the combat ranges of any enemy units but cannot end that move within an enemy unit’s combat range.
KEYWORDSCORE, MOVE, RETREAT

14.3 Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

Wound Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Wound characteristic, the attack successfully wounds: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified wound rolls of 1 always fail.
Combat attacks
Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.
18.1 Ward Saves
Units with the WARD keyword have the ‘Ward Save’ passive ability. The number after the WARD keyword indicates the ward value for the ward save. If a unit had WARD (5+), for example, its ward value would be 5. If a unit has more than one ward save, only the ward save with the lowest value applies to it; the other has no effect.

Passive
WARD SAVE: Whether through their uncanny reflexes, unnatural toughness or a source of mystical protection, these warriors can avoid otherwise lethal attacks.

Effect: In step 1 of the damage sequence (see 18.0), make a ward roll of D6 for each damage point in this unit’s damage pool. If the roll equals or exceeds this unit’s ward value, remove that damage point from the damage pool.

Anti-X (+1 Rend)
Add 1 to this weapon’s Rend characteristic if the target has the keyword after ‘Anti-’ or fulfils the condition after ‘Anti-’. Multiples of this ability are cumulative. For example, if a weapon has both Anti-charge (+1 Rend) and Anti-HERO (+1 Rend), then add 2 to the Rend characteristic of the weapon for attacks that target a HERO that charged in the same turn.
Hit Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Hit characteristic, the attack scores a successful hit: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified hit rolls of 1 always fail. If an unmodified hit roll for an attack made with a weapon is a 6, that attack is a critical hit.

Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities).
32.2 Objective Control
In the deployment phase after all Deployment Phase abilities have been used and at the end of each turn, follow this sequence for each objective in an order chosen by the active player:
  1. Starting with the active player, each player determines the control score of each of their units that is contesting that objective. A unit’s control score is the combined Control characteristics of all the models in that unit that are contesting the objective. Some abilities modify a unit’s control score, but it cannot be reduced to less than 1.
  2. Each player adds up the control scores of all of their units contesting that objective. This is their army control score for that objective.
  3. The players compare their army control scores for that objective. If one player’s score is higher, that player gains control of that objective. Once a player gains control of an objective, it remains under their control until their opponent gains control of it.

Sometimes objective markers get accidentally nudged while you are moving models around. This is perfectly fine - just remember to put them back in their proper positions when determining objective control.
6.0 Visibility
A target model is visible to another model (which we’ll call the ‘observing model’) if you can draw a straight line through the air (whether horizontal, diagonal or vertical) from any point on the observing model to any point on the target model that does not intersect any objects except for other models in the observing model’s unit. A target unit is visible to an observing unit if at least 1 model in the target unit is visible to at least 1 model in the observing unit. A model is always considered to be visible to itself.
If a rule or ability requires a target to be both within a given range of and visible to the unit using that ability, or to a model in that unit, both conditions must be met by the same model in the target. You could not, for instance, target a unit where one model is within range but not visible and another model is not in range but is visible.
  • If any part of another model can be seen by an observing model, both the target model and its unit are visible to that observing model.

In some cases, it might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes.
2.0 Spells
The declare step of each spell will tell you to make a casting roll of 2D6. If the roll does not equal or exceed the spell’s casting value (at the top-right corner of the spell), the spell fails and its effect is not resolved.

If the unmodified casting roll includes 2 or more rolls of 1, the spell is miscast: the spell fails, its effect is not resolved, D3 mortal damage is inflicted on the WIZARD that used it, and that WIZARD cannot use any more spells in that phase.

Enemy reactions can only be used if the casting roll equals or exceeds the spell’s casting value. So long as the spell is not unbound (see 4.0), then it is successfully cast: resolve its effect.

EXAMPLE SPELL
Your Hero Phase
6
MYSTIC SHIELD: The caster's allies are bathed in an unearthly glow that protects them from harm.

Declare: Pick a visible friendly unit wholly within 12" of this WIZARD to be the target. Then, make a casting roll of 2D6.

Effect: The target has WARD (6+) this turn.
KEYWORDSSPELL

13.1 Fight Abilities
Abilities with the FIGHT keyword follow a different sequence to other abilities. When the players are using
Combat Phase
abilities as described in 13.0, they cannot use FIGHT abilities.

After the players have finished using
Combat Phase
abilities that are not FIGHT abilities, they must alternate picking 1 eligible unit to use a FIGHT ability, starting with the active player. Each unit in combat must use a FIGHT ability if it is able to.

Once a player has no more units that are eligible to use a FIGHT ability, the other player continues to pick units that are eligible to use a FIGHT ability, one after another, until there are no more units that are eligible to use a FIGHT ability.

  • The active player uses Combat Phase abilities that are not FIGHT abilities, then the opponent does the same.
  • Players alternate picking a unit to use a FIGHT ability, starting with the active player.
  • Each unit must use a FIGHT ability if it is able to.
End of Any Turn
1
POWER THROUGH: The warriors use their sheer mass or resilience to drive through a group of weaker foes, leaving broken bodies in their wake.

Declare: Pick a friendly unit that charged this turn to use this ability, then you must pick an enemy unit in combat with it to be the target. The target must have a lower Health characteristic than the unit using this ability.

Effect: Inflict D3 mortal damage on the target. Then, the unit using this ability can move a distance up to its Move characteristic. It can pass through and end that move within the combat ranges of enemy units that were in combat with it at the start of the move, but not those of other enemy units. It does not have to end the move in combat.
KEYWORDSMOVE
Universal Core Abilities - Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

The MONSTER and LUMINETH REALM‑LORDS keywords are used in the following Lumineth Realm-lords warscrolls:

1.0 Wizards and Priests
WIZARDS are special units that can cast spells, and PRIESTS are special units that can chant prayers. Spells and prayers are powerful abilities that can have a dramatic impact on the battle.
The Non-UNIQUE LUMINETH REALM-LORDS HERO keyword is used in the following Lumineth Realm-lords warscrolls:

Infantry Hero
Cavalry Hero
Enemy Movement Phase
1
REDEPLOY: Taking initiative, the warriors hastily reposition to respond to enemy movements.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Each model in that unit can move up to D6". That move cannot pass through or end within the combat range of an enemy unit.
KEYWORDSMOVE, RUN
Once Per Battle Round (Army), Start of Battle Round
DEPICT RUNE: The Lumineth magically inscribe runes of power into the lands themselves to enhance their armies and heal the realms of Chaos corruption.

Effect: Pick 1 of the following runes to depict on your battle scripture. The effect and conditional enhanced effects of that rune last for the rest of the battle round. Each rune remains on your battle scripture for the rest of the battle or until it is removed or replaced by another ability.

Varinor, Rune of Strength: Pick up to 2 friendly LUMINETH REALM-LORDS units for each instance of this rune depicted on your battle scripture to be the targets. Add 1 to run rolls and charge rolls for each target. In addition, the following enhanced effects apply:
  • While Ydriliqi, Rune of the River is depicted on your battle scripture, add 1 to wound rolls for each target’s combat attacks.
  • While Oreali, Rune of the Wind is depicted on your battle scripture, each target can use SHOOT and/or CHARGE abilities even if it used a RETREAT ability in the same turn.
Alaithi, Rune of the Mountain: Pick up to 2 friendly LUMINETH REALM-LORDS units for each instance of this rune depicted on your battle scripture to be the targets. Each target has WARD (5+). In addition, the following enhanced effects apply:
  • While Varinor, Rune of Strength is depicted on your battle scripture, the targets’ melee weapons have Anti-charge (+1 Rend).
  • While Ydriliqi, Rune of the River is depicted on your battle scripture, subtract 1 from wound rolls for attacks made by enemy units while they are in combat with any of the targets.
Ydriliqi, Rune of the River: Pick up to 2 friendly LUMINETH REALM-LORDS units for each instance of this rune depicted on your battle scripture to be the targets. Subtract 2 from charge rolls for enemy units while they are within 12" of any of the targets. In addition, the following enhanced effects apply:
  • While Alaithi, Rune of the Mountain is depicted on your battle scripture, ignore negative modifiers to hit rolls and wound rolls for attacks made by the targets.
  • If Oreali, Rune of the Wind is depicted on your battle scripture, each target can immediately move up to 3". They can pass through the combat ranges of enemy units and can end that move in combat.
Oreali, Rune of the Wind: Pick up to 2 friendly LUMINETH REALM-LORDS units for each instance of this rune depicted on your battle scripture to be the targets. Subtract 1 from hit rolls for attacks made by enemy units while they are in combat with any of the targets. In addition, the following enhanced effects apply:
  • While Varinor, Rune of Strength is depicted on your battle scripture, add 4" to each target’s Move characteristic.
  • While Alaithi, Rune of the Mountain is depicted on your battle scripture, add 5 to each target’s control score.
Thalari, Rune of the Zenith: Add 2 to casting rolls for friendly LUMINETH REALM-LORDS units. In addition, if you have 4 or more unique runes depicted on your battle scripture, add 4" to the Move characteristic of friendly LUMINETH REALM-LORDS units and friendly LUMINETH REALM-LORDS units’ attacks score critical hits on unmodified hit rolls of 5+.

Designer’s Note: We recommend noting the runes you have inscribed in each battle round on a piece of paper to keep track of which are currently depicted on your battle scripture. Feel free to note them by type (Strength, River, Mountain etc.), by initial (each has a different first letter) or, if you are feeling particularly adventurous, you can try your hand at aelven calligraphy and learn to draw each rune!

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

21.0 Healing
Some abilities allow you to heal a unit. To heal a unit, remove a number of damage points from the unit equal to the number in brackets after ‘Heal’, e.g. Heal (2).
Unbind
Reaction: Opponent declared a SPELL ability
UNBIND: The wizard saps the energy from an enemy’s spell, nullifying its effects.

Used By: A friendly WIZARD within 30" of the enemy WIZARD casting the spell.

Effect: Make an unbinding roll of 2D6. If the roll exceeds the casting roll tor the spell, then the spell is unbound and its effect is not resolved. This reaction cannot be used more than once per casting roll.
KEYWORDSUNBIND

1.1 Power Level
Each WIZARD and PRIEST has a power level shown after the keyword, e.g. WIZARD (2). A WIZARD’s casting power level determines how many Spell abilities they can use per phase. A PRIEST’s chanting power level determines how many PRAYER abilities they can use per phase.

MULTIPLE POWER LEVELS
  • If an ability references a unit’s power level and that unit has more than one power level, use whichever power level is higher.
  • If an ability modifies a unit’s power level and that unit has more than one power level, it modifies both.
The AELEMENTIRI CONCLAVE keyword is used in the following Lumineth Realm-lords warscrolls:

Infantry Hero
Infantry
Cavalry
Monster
Monster Hero
Faction Terrain

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

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

3.5 Regiments of Renown
In addition to creating your own regiments, you can also spend points to include 1 Regiment of Renown. Regiments of Renown are pre-built regiments, each with their own special abilities. The rules for each Regiment of Renown will specify which factions can include it. A unit in a Regiment of Renown cannot be your general even if it is a WARMASTER.

  • You cannot include more than one Regiment of Renown in your army unless otherwise specified in the notes column of that regiment’s battle profile.
  • Units in a Regiment of Renown cannot use (but can be picked as the target of, if otherwise eligible) any faction rules from the faction they are allied into, including enhancements and lores.
  • If an ability allows you to set up a replacement unit (Core Rules, 24.2) for a unit in a Regiment of Renown, that unit also counts as being part of that Regiment of Renown.
The non-UNIQUE MONSTER AELEMENTIRI CONCLAVE keyword is used in the following Lumineth Realm-lords warscrolls:
24.2 Replacement Units
Some abilities allow you to set up a replacement unit. When setting up that unit, it should have the same warscroll type, weapon options and number of models as the original unit, unless otherwise specified in the ability. Many of these abilities specify the proportion of models in the replacement unit (e.g. half the number of models from the original unit). In these cases, you can pick which models from the original unit are set up.

The replacement unit is otherwise treated as a new unit; any keywords or abilities the original unit gained during the battle, and any persisting effects that applied to it, do not apply to the replacement unit. Each unit can only be replaced once, and you cannot replace replacement units.

Because a replacement unit is treated as a completely new unit, it could, for instance, use a Once Per Battle ability on its warscroll even if the unit it replaced used that ability earlier in the battle.
15.3 Pile-in Moves
Some abilities, such as FIGHT abilities, allow a unit to make a short move called a pile-in move to get into a better position for combat. To do so:

If your unit is in combat: Pick an enemy unit your unit is in combat with to be the target of the pile-in move. Each model in your unit can move up to 3". That move can pass through the combat ranges of any enemy units, but each model must end that move no further from the target unit. At the end of the move, your unit must still be in combat with all units that it was in combat with at the start of the move.

If your unit is not in combat: Each model in your unit can move 3" in any direction. That move can pass through and end within the combat ranges of any enemy units.

  • Pile in: move up to 3".
  • If in combat, the unit must end the move closer, or at least as close, to the target enemy unit.
19.0 Strike-first and Strike-last
If there are any STRIKE-FIRST units in combat after any non-FIGHT combat phase abilities have been used, other units cannot be picked to use a FIGHT ability until those units have been picked to use a FIGHT ability. After all those STRIKE-FIRST units have fought, the active player picks the next unit to fight.

If there are any STRIKE-LAST units in combat, they cannot be picked to use a FIGHT ability if there are any units in combat that do not have STRIKE-LAST and have not yet used a FIGHT ability.

If a unit has STRIKE-FIRST and STRIKE-LAST, treat it as if it had neither.

There may be situations when a unit that has STRIKE-FIRST is not in combat at the start of the phase, but because of moves such as pile-in moves, it is ‘pulled into combat’ later in the phase. In such cases, STRIKE-FIRST has no effect on that unit because it was not in combat at the start of the phase.

Abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST or STRIKE-LAST constraints, so you could not pick a unit with STRIKE-LAST to fight immediately after a unit with STRIKE-FIRST.
The non-UNIQUE VANARI PARAGONS HERO keyword is used in the following Lumineth Realm-lords warscrolls:

Infantry Hero
The AELEMENTIRI CONCLAVE WIZARD keyword is used in the following Lumineth Realm-lords warscrolls:

Infantry Hero
18.4 Destroyed Units
When the last model in a unit is slain, the unit is destroyed and all remaining damage points inflicted on that unit have no effect. Similarly, if something causes a unit to be destroyed, all models in the unit are slain and removed from play.
16.0 Picking Targets
When declaring an ATTACK ability for a unit, you must pick the target unit(s) for its attacks. The number of attacks each model can make is equal to the Attacks characteristic of the weapons it is using. In most cases, models attack with every weapon on their warscroll (melee weapons for combat attacks, ranged weapons for shooting attacks), though some warscrolls specify that certain models in the unit are armed with special weapons or that the unit must pick between multiple weapons when it attacks.

If the unit is in combat, it can only target units that are in combat with it. If a model has more than one attack, you can split the attacks between eligible targets as you wish.
  • Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.

  • Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).
Shooting attacks
Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).
Your Shooting Phase
SHOOT: The warriors take aim and unleash a deadly volley.

Declare: Pick a friendly unit that has not used a RUN or RETREAT ability this turn to use this ability. Then, pick one or more enemy units as the target(s) of that unit’s attacks (see 16.0).

Effect: Resolve shooting attacks against the target unit(s).
KEYWORDSCORE, ATTACK, SHOOT
Any Combat Phase
FIGHT: Locked in a deadly melee, the fighters strike out at their foes.

Declare: Pick a friendly unit that is in combat or that charged this turn to use this ability. That unit can make a pile-in move. Then, if that unit is in combat, you must pick one or more enemy units as the target(s) of that unit’s attacks.

Effect: Resolve combat attacks against the target unit(s).
KEYWORDSCORE, ATTACK, FIGHT
7.0 Manifestations
There are two types of manifestation: endless spells, which can be summoned by WIZARDS, and invocations, which can be summoned by PRIESTS. Each manifestation has its own warscroll, and the spell or prayer that allows that manifestation to be summoned will be found in the appropriate manifestation lore. No more than 1 friendly WIZARD or PRIEST can attempt to summon the same manifestation per turn, and a friendly WIZARD or PRIEST cannot attempt to summon a friendly manifestation that was removed from play in the same turn.
ALL MANIFESTATIONS
Models can move through them but cannot end a move on them.
Units can finish a charge move within ½" of an enemy manifestation instead of within ½" of an enemy unit.
They can be damaged and destroyed as if they were units but do not count as destroyed units for the purposes of battle tactics and abilities.
They are affected by all enemy abilities as if they were units.
They can use CORE abilities as if they were units, and they can use abilities on their warscroll. Unless specified otherwise, they cannot use and are not affected by any other friendly abilities, and they do not count as units for the purposes of battle tactics or friendly abilities.
They can only use the ‘Shoot’ or ‘Fight’ abilities if they have weapons of the appropriate type.
MANIFESTATIONS WITH A MOVE CHARACTERISTIC OF ‘-’
They cannot move.
They only count as being in combat in the combat phase, and enemy units only count as being in combat with them in the combat phase.
MANIFESTATIONS WITH A MOVE CHARACTERISTIC GREATER THAN ‘-’
They are treated as if they were units for the purposes of movement, combat range, being in combat and setting up terrain features, other manifestations and other units.
7.2 Banishing Manifestations
Instead of using a SPELL or PRAYER ability (including when using the ‘Magical Intervention’ ability), each WIZARD and PRIEST can use the ‘Banish Manifestation’ ability:

Your Hero Phase
BANISH MANIFESTATION: The wizard or priest disrupts the arcane forces sustaining a manifestation, wiping it from existence.

Declare: Pick a friendly WIZARD or PRIEST to use this ability, pick a MANIFESTATION within 30" of them that was not summoned this turn to be the target, then make a banishment roll of 2D6. Add 1 to the banishment roll for each additional enemy MANIFESTATION on the battlefield after the first. You cannot pick the same MANIFESTATION to be the target of this ability more than once per turn.

Effect: If the banishment roll equals or exceeds the banishment value listed on the MANIFESTATION’s warscroll, it is banished and removed from play.
KEYWORDSBANISH

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

Cavalry
Faction Terrain

The non-UNIQUE VANARI and LUMINETH REALM‑LORDS keywords are used in the following Lumineth Realm-lords warscrolls:

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

The non-UNIQUE VANARI PARAGONS HERO keyword is used in the following Lumineth Realm-lords warscrolls:

Army List
Warscrolls collated

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