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:
Battletome: Lumineth Realm-lords
| Q: | When I depict Varinor, Rune of Strength on my battle scripture, are the bonuses to run rolls and charge rolls based on the number of targets? For instance, if I have 2 depictions of Varinor on my battle scripture, and I pick 4 targets, do they each get +4 to run rolls and +4 to charge rolls? |
| A: | No. Add 1 to run rolls and add 1 to charge rolls for each target. |
| Q: | Can I make an unbinding roll before deciding whether to use the ‘Release Arcane Charge’ ability? |
| A: | Only if the unbinding roll is in the declare step of the ability being reacted to. If the unbinding roll is in the effect step, for example in the ‘Unbind’ ability, you must declare that you are using the ‘Release Arcane Charge’ ability before making the unbinding roll. |
| Q: | 1) If Lyrior Uthralle has STRIKE-FIRST (e.g. from the ‘Focused Fury’ ability) and I am using the Warhost of Duality battle formation, can I pick another unit to use a FIGHT ability immediately after Lyrior has used a FIGHT ability because of the ‘Strike as One’ ability? And 2) If there are no other units with STRIKE-FIRST and it is my turn to pick the first unit to fight in the combat phase, can I then pick 2 other eligible friendly units to use a FIGHT ability? |
| A: | 1) Yes, as long as there are no other units that have STRIKE-FIRST, or if the second unit picked to use a FIGHT ability also has STRIKE-FIRST. 2) Yes. |
Lumineth Realm‑lords armies can use the following abilities:
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.
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| 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.
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| 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.
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| 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.
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| 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+. |
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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!
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.
Warhost of Duality
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
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
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
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.
Facets of Brilliance
HERO only
|
| MASTERFUL TACTICIAN | 0 |
| ACOLYTE OF THE RUNES | 0 |
| FLAWLESS COMMANDER | 0 |
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.
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.
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
|
| FLAWLESS COMMANDER | 0 |
| AETHERQUARTZ REQUISITIONER | 0 |
| MARTIAL PERFECTIONIST | 0 |
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.
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.
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.
Facets of Brilliance
HERO only
|
| SCHOLAR OF THE SIGILS | 0 |
| PEERLESS SWORDSMAN | 0 |
| DISPASSIONATE SOUL | 0 |
SCHOLAR OF THE SIGILS: This aelf has dedicated their life to the study of runic scripture; few are as knowledgeable as they.
Effect: Pick 1 of the following runes and apply the corresponding effect for the rest of the battle. That rune cannot be depicted on your
battle scripture for the rest of the battle.
Varinor, Rune of Strength: Add 1 to
run rolls and
charge rolls for this unit.
Alaithi, Rune of the Mountain: This unit has
WARD (5+).
Ydriliqi, Rune of the River: This unit’s melee weapons have
Anti-charge (+1 Rend) and this unit’s ranged weapons have
Shoot in Combat.
Oreali, Rune of the Wind: Subtract 1 from
hit rolls for
combat attacks that target this unit.
Thalari, Rune of the Zenith: Add 1 to
casting rolls for this unit
PEERLESS SWORDSMAN: This warrior’s skill with their favoured weapon is such that deflecting even the most grievous of blows is as child’s play to them.
Declare: Pick an enemy unit with a starting size of 1 that is
in combat with this unit to be the target, then pick 1 of this unit’s non-
Companion melee weapons to be the
parrying blade.
Effect: Roll a number of dice equal to the Attacks characteristic of the
parrying blade. For each 3+, subtract 1 from the Attacks characteristic of the target’s non-
Companion melee weapons for the rest of the turn. In addition, for each 5+, inflict 1
mortal damage on the target.
| KEYWORDS | CORE, ATTACK, FIGHT |
DISPASSIONATE SOUL: So impassive is this aelf that they can pacify others with their mere presence.
Effect: If this unit is
in combat with an enemy
HERO, reduce your opponent’s
fury level by
X, where
X is the number of unique runes depicted on your
battle scripture.
Heirlooms of Hysh
HERO only
|
| PHOENIX STONE | 0 |
| SILVER WAND | 0 |
| WAYSTONE | 0 |
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.
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.
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.
Lore of Hysh
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.
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.
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.
Lore of the Awakened Realms
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.
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.
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.
Lore of Prismatic Resonance
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.
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.
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.
Manifestations of Hysh
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,
visible to them and more than 9" from all enemy units.
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.
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.
Flawless Manoeuvres are unique enhancements that can be given to non-
HERO non-
MONSTER LUMINETH REALM-LORDS units. A unit can only have 1 Flawless Manoeuvre.
|
| PERFECT FOOTWORK | 10 |
| PATIENT STRIKE | 20 |
| DAZZLING PHALANX | 10 |
PERFECT FOOTWORK: These warriors can seamlessly shift their position on key sites.
Effect: If each model in this unit is
contesting the same
objective, this unit can move up to 6". It can move through the
combat ranges of enemy units but can only end that move
in combat with units it was in combat with at the start of the move. It does not have to end that move in combat. It must end that move with each of its models contesting the same objective. Then, this unit cannot use Run abilities for the rest of the turn.
PATIENT STRIKE: The implacable focus of these Lumineth grants them the discipline required to wait for the enemy’s inevitable misstep.
Declare: Pick an enemy unit
in combat with this unit to be the target.
Effect: Roll a dice for each model in this unit that is in combat with the target. For each 4+, inflict 1
mortal damage on the target.
| KEYWORDS | CORE, ATTACK, FIGHT |
DAZZLING PHALANX: These warriors angle the light emitted by their sunmetal weapons to blind and disorientate the foe as they bear down upon them.
Effect: Spend 1
rage dice. If your opponent’s
fury level is lower than yours, they must increase their
fury level by 1, to a maximum of 7. Then, for the rest of the turn, add 1 to
wound rolls for this unit’s
combat attacks that target the enemy unit using that
CHARGE ability
Army of Renown
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
| |
| | |
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.
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.
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).
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.
HERO only
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.
HERO only
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.
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.
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 and removed from play. 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.
Army of Renown
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.
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.
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.
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.
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.
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+).
HERO only
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.
HERO only
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.
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).
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+.
Here, you will find additional rules to use with a Lumineth Realm-lords army while playing through a Path to Glory campaign. The Path to Glory content in this book is divided into two parts: the Anvil of Apotheosis and Paths for Lumineth Realm-lords units.
The Anvil of Apotheosis
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| Your Hero's WarscrollYou can download a blank warscroll from warhammer-community.com on which to record all of your hero’s details. | |
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| The Anvil of Apotheosis is a hero creator. Using the rules in this section, you can create a custom warscroll for a Hero to use in your Path to Glory campaign. Th is can represent any miniature of your choosing, including one you have lovingly kitbashed or converted.
After the Anvil of Apotheosis, you will find 2 Paths for Lumineth Realm-lords units. These follow the rules outlined for Paths in the Path to Glory battlepack you are using (e.g. Path to Glory: Blighted Wilds). | |
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Step 1 - Set a Destiny Point Limit
The Anvil of Apotheosis uses a currency called destiny points. First, you need to set a destiny point limit. This will determine how many destiny points you have to spend on your hero, what type of hero they will be and what their battle profile points cost will be.
Pick 1 of the following:
| HERO TYPE | DESTINY POINT LIMIT | BATTLE PROFILE POINTS COST | | Champion of Hysh | 10 | 150 | | Aelven Lord | 30 | 250 | | Guardian of the Realms | 50 | 350 |
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Over the next few steps, you will pick options for your hero. Each option has a destiny point cost, abbreviated as DP. Keep a record of the number of destiny points you have spent. You cannot exceed the limit you have set.
To begin with, your hero has the following warscroll:
| Hyshian Blade |
| | Hyshian Blade | 3 | 3+ | 4+ | 1 | 2 |
| HERO, INFANTRY |
| ORDER, LUMINETH REALM‑LORDS, AELF |
Step 3 - Pick an Archetype
You must pick 1 of the following Archetypes for your hero:
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| Your hero gains the VANARI keyword, has a Save characteristic of 4+ and gains the following regiment options:
| Regiment Options | Any LUMINETH REALM-LORDS units |
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| Your hero gains the WIZARD (1), SCINARI and VANARI keywords, has a Save characteristic of 4+ and gains the following regiment options. In addition, replace your hero’s Hyshian Blade with:
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | | Eclipsian Blade | 5 | 3+ | 4+ | 2 | 2 |
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| MELEE WEAPONS | | Atk | Hit | Wnd | Rnd | Dmg | | Eclipsian Blade | | 5 | 3+ | 4+ | 2 | 2 |
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| Regiment Options | Any LUMINETH REALM-LORDS units |
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| ALARITH MOUNTAIN KEEPER -4DP Your hero gains the ALARITH and WIZARD (1) keywords and the following ability and regiment options:
IMMOVABLE DEFENDERS: When this hero traces the Alaithi rune, nearby Alarith are filled with unyielding resolve.
Effect: If you depicted Alaithi, Rune of the Mountain this battle round, add 3 to the control scores of friendly ALARITH units while they are wholly within 12" of this unit.
| Regiment Options | Any ALARITH or VANARI units |
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| HURAKAN WIND CHARMER -4DP Your hero gains the HURAKAN and WIZARD (1) keywords and the following ability and regiment options:
GALE-FORCE ARROWS: When this hero traces the Oreali rune, the arrows of nearby Hurakan are driven with bone-shattering force.
Effect: If you depicted Oreali, Rune of the Wind this battle round, ranged weapons used by friendly HURAKAN units have Crit (Auto-wound) while they are wholly within 12" of this unit.
| Regiment Options | Any HURAKAN or VANARI units |
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| YDRILAN RIVER SHAPER -4DP Your hero gains the YDRILAN and WIZARD (1) keywords and the following ability and regiment options:
FLOW WITH THE CURRENT: When this hero traces the Ydriliqi rune, attuned aelves are carried by an ethereal current to safety.
Declare: If you depicted Ydriliqi, Rune of the River this battle round, pick a friendly YDRILAN unit wholly within 12" of this unit to be the target. Effect: The target can immediately use the ‘ Normal Move’ or ‘ Retreat’ ability as if it were your movement phase.
| Regiment Options | Any YDRILAN or VANARI units |
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| Your hero gains the SCINARI and WIZARD (1) keywords and the following ability and regiment options:
SHINING BLADES: The caster awakens the sunmetal within their allies’ weapons, imbuing them with the searing heat of Hysh.
Declare: Pick a visible friendly LUMINETH REALM-LORDS unit wholly within 12" of this unit to be the target, then make a casting roll of 2D6. Effect: Add 1 to the Rend characteristic of the target’s melee weapons for the rest of the turn.
| Regiment Options | Any VANARI units |
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Step 4 - Pick Your Hero's Origin And/Or Flaw
You can pick up to 1
origin and up to 1
flaw for your hero. Each adds an ability to your hero’s warscroll. However, instead of costing
destiny points, flaws give you extra destiny points to spend elsewhere.
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| OriginsELEMENTAL FOCUS: This hero has a deep connection with one of the elements of the Hysh- Mhensa and its corresponding rune.
Effect: If this unit is ALARITH, replace each rune on your battle scripture with Alaithi, Rune of the Mountain. If this unit is HURAKAN, replace each rune on your battle scripture with Oreali, Rune of the Wind. If this unit is YDRILAN, replace each rune on your battle scripture with Ydriliqi, Rune of the River. If this unit is SCINARI or VANARI, pick 1 of the runes above and replace each rune on your battle scripture with that rune.
DEFENSIVE EXEMPLAR: Perhaps through rigorous training or simply by virtue of their natural toughness and agility, this hero has the ability to dodge or withstand all but the most perfect of strikes should they focus on doing so.
Effect: For the rest of the turn: - This unit has STRIKE-LAST.
- If the unmodified hit roll for an attack that targets this unit is 1-4, the attack fails and the attack sequence ends.
MAGICAL APTITUDE: Either having studied the arcane arts for decades - even centuries - or possessed of innate arcane ability, weaving spells is as natural to this hero as breathing.
Effect: Add 1 to casting rolls for this unit.
WEALTH OF THE LAND: Hailing from a region rich in the realmstone ofHysh, this hero goes to battle with ample reserves of aetherquartz, which they can use to enhance their arcane prowess when the need is great.
Effect: Add 1 to this unit’s power level for the rest of the phase.
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| FlawsINTRANSIGENT PRIDE: This hero will never flee from a fight, even when doing so would be the most tactically sound choice.
Effect: This unit cannot use RETREAT abilities.
ARCANE SENSITIVITY: Due to a past spellcasting accident or some quirk of their soul, magic behaves unpredictablv around this hero.
Effect: Unmodified casting rolls for friendly LUMINETH REALM-LORDS units wholly within 12" of this unit that contain 2 or more rolls of 1 or 2 are miscast. This unit cannot end a move within 5" of a MANIFESTATION.
ALOOF: Whether simply detached from their comrades or harbouring a subtly apparent attitude of superiority, this hero struggles to connect with others.
Effect: Roll a dice each time you declare a command for another friendly unit within 6" of this unit. On a 4+, unless you spend 1 additional command point to use that command, the command has no effect, it still counts as having been used and the command points spent to use the command are still lost.
FLIGHTY: When the going gets tough, this hero’s thoughts turn to matters of selfpreservation rather than strategy.
Effect: Other friendly units cannot use the ‘ Redeploy’ command while this unit is within 9" of any enemy units.
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Step 5 - Pick a Battle Mount or Aelementor Type
You can pick up to 1
Battle Mount or
Aelementor Type for your hero.
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| LIGHTCOURSER: Loyal mounts to the Vanari elite, Lightcoursers can run at blinding speed even through difficult terrain.Add the following weapon to your hero’s warscroll: | MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | | Lightcourser’s Horns and Claws Companion | 3 | 4+ | 3+ | 1 | 1 |
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| MELEE WEAPONS | | Atk | Hit | Wnd | Rnd | Dmg | Lightcourser’s Horns and Claws Companion | | 3 | 4+ | 3+ | 1 | 1 |
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In addition, make the following changes to your hero's warscroll: - Change the Move characteristic to 14".
- Change the Health characteristic to 7.
- Replace the INFANTRY keyword with the CAVALRY keyword.
Designer’s Note: Picking an Aelementor Type changes your hero from an aelf to an aelementor. Therefore, your hero’s characteristics and weapons change significantly. If you choose the Symbiotic Protectors upgrade on the next page, however, then both aelf and aelementor go to battle as a pair, like Teclis and Celennar.
SWIFT REALM SPIRIT: This capricious, flowing aelementor is ever on the move, slaying the greatest threats from afar and laying waste to lesser foes with the howling currents that swirl around it.Non- VANARI, non- SCINARI only. Replace your hero’s weapons with the weapons below: | RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | | Aelementor Ranged Weapon Anti-MONSTER (+1 Rend), Shoot in Combat | 15" | 4 | 2+ | 3+ | 2 | D3 |
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| RANGED WEAPONS | | Rng | Atk | Hit | Wnd | Rnd | Dmg | Aelementor Ranged Weapon Anti-MONSTER (+1 Rend), Shoot in Combat | | 15" | 4 | 2+ | 3+ | 2 | D3 |
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| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | | Swirling Debris Crit (Mortal) | 6 | 2+ | 4+ | - | 1 |
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| MELEE WEAPONS | | Atk | Hit | Wnd | Rnd | Dmg | Swirling Debris Crit (Mortal) | | 6 | 2+ | 4+ | - | 1 |
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In addition, make the following changes to your hero’s warscroll: - Change the Move characteristic to 14".
- Change the Health characteristic to 8.
- Change the Control characteristic to 5.
- Replace the INFANTRY keyword with the MONSTER keyword.
- Replace the AELF keyword with the AELEMENTOR keyword.
UNYIELDING REALM SPIRIT: On rare occasions, some of the most ancient spirits are awoken to defend their realm, assuming towering war-forms that allow them to wade through the enemy ranks with impunity and smash multiple foes with great sweeps of their chosen armament.Non- VANARI, non- SCINARI only. Replace your hero’s weapons with the weapons below: | MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | | Aelementor Colossal Weapon | 5 | 4+ | 2+ | 2 | 4 |
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| MELEE WEAPONS | | Atk | Hit | Wnd | Rnd | Dmg | Aelementor Colossal Weapon | | 5 | 4+ | 2+ | 2 | 4 |
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Add the following ability to your hero’s warscroll: BATTLE DAMAGEDEffect: While this unit has 10 or more damage points, the Attacks characteristic of its Aelementor Colossal Weapon is 3.
In addition, make the following changes to your hero's warscroll: - Change the Save characteristic to 3+.
- Change the Health characteristic to 14.
- Change the Control characteristic to 5.
- Replace the INFANTRY keyword with the MONSTER keyword.
- Replace the AELF keyword with the AELEMENTOR keyword.
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Step 6 - Pick any Battle Mount or Aelementor Upgrades
If your hero has a Battle Mount or Aelementor Type, you can pick any number of
Battle Mount or Aelementor Upgrades for them. The same upgrade cannot be picked more than once.
| Upgrade | Effect | Alpha Lightcourser
-1DP | CAVALRY only. Your hero’s Companion weapons have Charge (+1 Damage). | Symbiotic Protectors
-3DP | AELEMENTOR only. Your hero gains the AELF keyword and the Hyshian Blade weapon from the starting warscroll. | Swarm of Lesser Spirits
-5DP | Add the following weapon to your hero’s warscroll:
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | | Awakened Realm Spirits Crit (Mortal) | 10" | 10 | 4+ | 4+ | - | 1 |
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| RANGED WEAPONS | | Rng | Atk | Hit | Wnd | Rnd | Dmg | Awakened Realm Spirits Crit (Mortal) | | 10" | 10 | 4+ | 4+ | - | 1 |
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| Momentous Charge
-5DP | Add the following ability to your hero’s warscroll:
MOMENTOUS CHARGE: Whether in a burst of searing light or with the elements themselves at their side, when this hero charges into combat at full tilt, the result is devastating.
Declare: If this unit charged this phase, pick an enemy unit in combat with it to be the target. Effect: Roll a number of dice equal to the unmodified charge roll. For each 4+, inflict 1 mortal damage on the target.
| Blasted by the Elements
-5DP | AELEMENTOR only. Add the following ability to your hero’s warscroll. You cannot pick this upgrade if your hero has another RAMPAGE ability.
BLASTED BY THE ELEMENTS: A great gust of wind, crashing wave or tremor of the earth causes the enemy to be thrown to the ground.
Declare: Pick an enemy unit in combat with this unit to be the target. Effect: Roll a dice. On a 3+, the target has STRIKE-LAST for the rest of the turn.
| Realms Manifest
-5DP | AELEMENTOR only. Add the following ability to your hero’s warscroll:
REALMS MANIFEST: The aelementor projects an aura that imbues nearby allies with their innate power.
Effect: Pick 1 of the following runes: - Ydriliqi, Rune of the River
- Alaithi, Rune of the Mountain
- Oreali, Rune of the Wind
For the rest of the battle, while a visible friendly unit is wholly within 12" of this unit: - You are treated as having 1 additional instance of that rune depicted on your battle scripture for the purposes of the abilities on that unit’s warscroll.
- If that unit is picked to be a target of the ‘Depict Rune’ ability, you can apply the enhanced effects of that ability to that unit as if you had an instance of that rune depicted on your battle scripture.
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Step 7 - Pick any Other Upgrades
Pick any number of other upgrades for your hero. The same upgrade cannot be picked more than once.
| Upgrade | Effect | Fly the Standard
-1DP | Add 1 to your hero’s Control characteristic. | Sharpened by Light
-2DP | The Rend characteristic of your hero’s Hyshian Blade is 2. | Shining Armour
-2DP | Your hero’s Save characteristic is 3+. | Skilfully Trained
-3DP | Pick 1 of your hero’s melee weapons. That weapon has Anti-X (+1 Rend), where X is 1 of the following keywords: INFANTRY, CAVALRY, MONSTER, WAR MACHINE, WIZARD or PRIEST. | Arcane Protection
-4DP | Your hero has WARD (5+). | Silver Bow
-4DP | INFANTRY or CAVALRY only. Add the following weapon to your hero’s warscroll:
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | | Silver Bow Crit (Auto-wound) | 18" | 9 | 4+ | 4+ | 1 | 1 |
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| RANGED WEAPONS | | Rng | Atk | Hit | Wnd | Rnd | Dmg | Silver Bow Crit (Auto-wound) | | 18" | 9 | 4+ | 4+ | 1 | 1 |
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| Lifted by Nature
-4DP | Add 2" to your hero’s Move characteristic. Your hero has <KY>FLY</KY>. | Forged in Sunmetal
-4DP | INFANTRY or CAVALRY only. Your hero’s non-Companion melee weapons gain Crit (Mortal). | Magical Form
-6DP | INFANTRY only. Add the following ability to your hero’s warscroll:
MAGICAL FORM: Whether only deigning to enter battle as an arcane projection of themselves or possessing an otherworldly form, perhaps as a residt of a pilgrimage to Haixiah, this hero is indifferent to the strength of physical attacks directed at them.
Effect: Ignore modifiers to save rolls for this unit (positive and negative).
| One with the Realms
-8DP | Add the following ability to your hero’s warscroll:
ONE WITH THE REALMS: This hero can call upon the spirits of the lands to carry them to where they are needed most.
Effect: Remove this unit from the battlefield and set it up again anywhere on the battlefield more than 9" from all enemy units.
| Master of Aelven Sorcery
-6DP | WIZARD only. Add the following ability to your hero’s warscroll:
ARCANE MASTERY: Truths that would shatter the minds of most mortals are but simple equations to this hero.
Effect: Add 1 to casting rolls and banishment rolls for this unit.
| Magical Brilliance
-8DP | WIZARD only. Your hero has WIZARD (2). |
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| Path of the Luminary(LUMINETH REALM-LORDS HERO only)
ASPIRING: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
PRECISION STRIKES: This hero’s combat form is impeccable and unerring.
Effect: Ignore negative modifiers to hit rolls and wound rolls for this unit’s combat attacks.
UNRAVEL MAGIC: This hero is a master of arcane defence who has studiously examined the magical abilities of the foe, the better to foil them.
Effect: Add 1 to unbinding rolls for this unit.
ELITE: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
FLEET AND DEFT: This nimble hero is difficult to pin down, darting in and out of combat with near impunity.
Effect: If this unit is in combat, it can move 2D6". It can pass through enemy models during that move.
STEADY MIND: The subconscious of this hero is a vista of infinite calm that proves a vital refuge when the utmost focus is paramount.
Effect: Re-roll 1 of the dice in the casting roll.
MIGHTY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
DISPLAY OF PROWESS: When the need is great, this champion rises to the occasion, dispatchingfoe after foe in an awesome display of skill.
Effect: This unit can use 2 FIGHT abilities this phase. After the first is used, however, this unit has STRIKE-LAST for the rest of the turn.
ENLIGHTENING PRESENCE: Erudition is this hero’s hallmark. Their knowledge of matters both physical and arcane is invaluable to their allies.
Effect: While friendly LUMINETH REALM-LORDS units are wholly within 12" of this unit, add 1 to casting rolls for those units and add 1 to wound rolls for those units’ attacks.
LEGENDARY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
ICON OF VALOUR: Their name now legendary among the Lumineth, any aelf of Hysh would be honoured to charge alongside this hero into battle.
Declare: Pick this unit and up to 2 other friendly LUMINETH REALM-LORDS units wholly within 12’ of this unit to be the targets. Effect: For the rest of the turn, when making charge rolls for the target(s), add 1 to the number of dice rolled, to a maximum of 3, then remove 1 dice of your choice and use the remaining dice as the charge roll.
ASCENDED FORM: When this hero is finally struck down, cleansing light erupts from their perished physical shell and their spirit fights on.
Effect: The first time this unit would be destroyed, before removing it from play, it is not destroyed and any remaining damage points inflicted on it have no effect. Then, Heal (1) this unit and for the rest of the battle: - Ignore modifiers (positive and negative) to save rolls and ward rolls for this unit.
- This unit has WARD (4+) and <KY>FLY</KY>.
- This unit cannot be healed.
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| Path of the Enlightened(non-HERO LUMINETH REALM-LORDS unit only)
ASPIRING: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
FLEET-FOOTED: These warriors have undergone lengthy inarching drills and athletic training, granting them that extra bit of speed and stamina.
Effect: If you roll a 1-3 when determining the distance that unit can move, you can use a value of 4 instead.
COURAGEOUS RESOLVE: Once these warriors have committed to holding ground, there are few who can match their bold determination.
Effect: Add 5 to this unit’s control score while each model in this unit is contesting an objective you control.
ELITE: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
REALMSHIFT: Whether by a memorised minor spell of travel or the aid of nearby realm spirits, these warriors are able to reposition with sudden speed regardless of obstacles.
Effect: Remove this unit from the battlefield and set it up again anywhere on the battlefield more than 9" from all enemy units.
UNSHAKEABLE FOCUS: Even in the midst of a confused melee, little can distract these warriors in their attempts to slay their opponents.
Effect: Ignore the effects of STRIKE-LAST on this unit.
MIGHTY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
BALANCED MANOEUVRES: The ebb and flow of the currents, the rise and fall of the hammer: these warriors have long studied the art of the force applied and then denied.
Effect: This unit can use CHARGE abilities even if it used a RETREAT ability in the same turn. In addition, no mortal damage is inflicted on this unit by RETREAT abilities.
ARTISAN ARMOUR: Such is the outstanding calibre of these warriors that their commander commissioned for them armour of the highest calibre.
Effect: Subtract 1 from the Rend characteristic of weapons used for attacks that target this unit.
LEGENDARY: When a unit on this Path gains this rank, pick l of the following abilities for them:
BLINDING BRILLIANCE: From a distance, these warriors appear as a shimmering aurora, making it difficult for enemy missile troops to target them with any precision.
Effect: This unit cannot be picked to be the target of abilities used by enemy units that are more than 9" away from it.
SWORN DEFENDERS: Perhaps these warriors are aelementiri sworn to guard their patron spirit, or perhaps they are the bodyguard of a renowned mage. Whatever the case, their comrades are truly blessed to benefit from their selflessness and skill.
Effect: While this unit is wholly within the combat range of another friendly unit, both this unit and that friendly unit have WARD (5+).
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Buoyed aloft by the vigour of the wind, the Hurakan Vanguard protect the borders of Lumineth territory with the swiftness of a speeding zephyr. Through their bond with the air, these devoted warriors of Hysh fight within the heart of a hurricane. Its powerful currents carry the aelves and lend their arrows greater strength, while enemies caught within the swirling tumult are completely outmanoeuvred and picked apart.
Led by a Windmage, who buffets foes with churning vortices and marshals the gusts to redeploy their warriors, this force is highly mobile. Cavalry in the form of fleet Windchargers can cover every inch of the battlefield while loosing lethal volleys from their bows. Through careful petitions, these temple disciples are joined by a capricious Spirit of the Wind, whose deadly shafts provide the power to counter large or heavily armoured threats. Once the enemy is reeling from the elemental onslaught, Auralan Wardens lay claim to objectives with determined resilience. Though slower than their Hurakan allies, these pike-wielding aelves are capable defenders whose task is to hold the line amidst the cyclone.
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| This Spearhead army consists of the following units:
General Units - 5 Hurakan Windchargers
- 10 Vanari Auralan Wardens
- 1 Hurakan Spirit of the Wind
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STORM BREWINGDeclare: Pick a battlefield edge to be the target.
Effect: That battlefield edge is leeward. For the rest of the battle, each time a friendly RIDE THE HURRICANE ability is used, after that ability has been resolved, change the leeward battlefield edge to the next edge clockwise.
PULLED BY WINDS: The Hurakan allow themselves to be pulled by the winds to more tactical locations.
Declare: Pick a friendly unit that is not
in combat to be the target.
Effect: The target can move D6" but must end that move closer to the leeward battlefield edge. It can pass through the
combat ranges of enemy units but cannot end that move in combat.
| KEYWORDS | RIDE THE HURRICANE |
GALE FORCE: Aligning their attacks with the direction of the wind allows the Hurakan to strike with deadlier force.
Used By: The unit using that
ATTACK ability.
Effect: Add 1 to
hit rolls for attacks made as part of that
ATTACK ability if the target of that ability is closer to the
leeward battlefield edge than the unit using this ability.
| KEYWORDS | RIDE THE HURRICANE |
Pick 1 of the following regiment abilities.
ROARING HEADWIND: The Hurakan call on the greater spirits of the wind to deliver one great gust to push back the enemy.
Declare: Pick an enemy unit to be the target.
Effect: For the rest of the turn, each time the target uses a
MOVE ability, it must end that move closer to the
leeward battlefield edge.
LIFTED DRBRIS: The lesser spirits of the wind aid the battle by lifting chunks of debris and hurling them towards the enemy.
Declare: Pick an enemy unit that is closer to the
leeward battlefield edge than the
large terrain feature within friendly territory to be the target.
Effect: Roll a number of dice equal to the current battle round number. For each 3+, inflict 1
mortal damage on the target.
| KEYWORDS | RIDE THE HURRICANE |
Give your general 1 of the following enhancements.
SCATTERED TO THE WINDS: The strong winds that accompany the Windmage throw their enemies to the side to disorientate them.
Effect: Subtract 1 from the
control scores of enemy units within 6" of your general for each friendly
RIDE THE HURRICANE ability used this battle round.
TEMPLE GUARDIANS: This Windmage has been assigned a dedicated Vanari bodyguard.
Effect: While any friendly
INFANTRY units are within your general’s
combat range, both your general and those
INFANTRY units have
WARD (5+).
WIND WHISPERER: Hurakan Windmages have the greatest connection to the wind spirits, able to call on their aid to shift the weather to their advantage.
Declare: Pick a battlefield edge to be the target.
Effect: Change the
leeward battlefield edge to the target battlefield edge.
CURVED SHOTS: Hurakan Windmages are trained in using the winds to launch attacks along bewildering and unexpected trajectories.
Effect: You can measure the range and
visibility of your general’s
shooting attacks from any point on the
leeward battlefield edge.
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| 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. | |
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| Windblast Vortex |
| | Windblast Vortex | 12" | 1 | 2+ | 3+ | 2 | D3 |
| Aspiragillum |
| | Aspiragillum | | 3 | 3+ | 4+ | 1 | D3 |
WINDLEAP: The Hurakan Windmage calls upon the wind spirits to give nearby allies a helpful push in the right direction.
Declare: Pick a
visible friendly unit wholly within 12" of this unit to be the target, then make a casting roll of 2D6.
Effect: On a 6+, for the rest of the turn:
- The target can use RETREAT abilities and still use SHOOT and/or CHARGE abilities later in the turn.
- No mortal damage is inflicted on the target by RETREAT abilities.
| HERO, WIZARD (1), INFANTRY, FLY |
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| 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, the wind whistling with their laughter. | |
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| Bow of the Wind’s Vengeance |
| | Bow of the Wind’s Vengeance | 15" | 4 | 2+ | 3+ | 2 | 2 |
| Swirling Shards |
| | Swirling Shards | | 6 | 2+ | 4+ | - | 1 |
EYE OF THE STORM: The Spirit of the Wind surrounds itself with a powerful cyclone that obscures nearby allies and disrupts the attacks of their enemies.
Effect: Subtract 1 from
hit rolls for attacks that target friendly units while they are wholly within 6" of this unit.
HURRICANE WINDS: The arrows of the Spirits of the Wind are followed by a blast of wind, throwing enemies to the ground.
Declare: Pick an enemy unit that had any
damage points allocated to it this turn by this unit’s
shooting attacks to be the target.
Effect: Roll a dice. On a 3+, the target has
STRIKE-LAST for the rest of the turn.
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| The Auralan Wardens are the lynchpins of the Vanari military. These phalanxes of skilled aelven warriors embody the Tyrionic traditions of their people; they do not flinch in the face of danger, nor do they hesitate to wield their pikes to impale oncoming enemies. The Wardens’ strength is built upon unity of purpose and a discipline that only those as long-lived as the aelves can hope to master. Empowered by the energies of aetherquartz and the arcane moonfire entrusted to their High Warden, they are the proud fortress wall upon which the forces of disorder break. | |
| | |
| Warden Pike and Blade [Crit (Mortal), Anti-charge (+1 Rend)] |
| | Warden Pike and Blade Crit (Mortal), Anti-charge (+1 Rend) | 2 | 3+ | 4+ | - | 1 |
WALL OF BLADES: When Auralan Wardens stand shoulder to shoulder, they present a bristling wall of pikes to the foe.
Effect: If this unit did not
charge this turn and is
in combat with an enemy unit that charged this turn, roll a dice. Add 1 to the roll if that enemy unit is
CAVALRY. On a 3+, this unit has
STRIKE-FIRST for the rest of the turn.
| | |
| There is nowhere to hide from the Windchargers of the Hurakan temple. Their treerunner mounts are capable of deftly navigating the densest terrain to slip past their enemies, while the arrows of the aelves are carried upon loyal winds and almost always find their mark. | |
| | |
| Windcharger Bow |
| | Windcharger Bow | 12" | 3 | 3+ | 4+ | 1 | 1 |
| Windcharger Blade |
| | Windcharger Blade | | 1 | 4+ | 4+ | - | 1 |
| Treerunner’s Claws [Companion] |
| | Treerunner’s Claws Companion | | 2 | 5+ | 3+ | - | 1 |
LEAP INTO THE STORM: Windchargers can leap great heights and ride the winds to a more advantageous position.
Effect: If this unit is not
in combat, remove it from the battlefield and
set it up again wholly within 3" of the leeward battlefield edge and more than 6" from all enemy units.
| KEYWORDS | RIDE THE HURRICANE |
The culture of the Lumineth enshrines subtlety and precision over overwhelming force. While the aelves of Hysh can muster truly vast warhosts when necessity demands, this is seen as a needless and crass expenditure of lives. Far better, they believe, to send small phalanxes of warriors to those places where their skills can have the greatest impact – be that eradicating some troublesome warband or burning a great white-flame rune of arcane purification into the earth at a key nexus.
Auralan Wardens, armed with pikes of burning sunmetal, are the rock against which enemies break; they do not fulfil this duty through crude and bloody-minded endurance but rather by drawing upon the energies of aetherquartz to speed pre-emptive strikes. Auralan Sentinels loose swift arrows, bleeding the foe by precise degrees. Incautious usage of aetherquartz has led to disaster in the past, and so each of these shining formations will be accompanied by a single mote of darkness – a Scinari Cathallar, skilled in turning the negative emotions stored within aetherquartz against the enemy. Cathallars are protected at all times by the war-sages of the Bladelords, each willing to give their life for the good of the realms.
| | |
| This Spearhead army consists of the following units:
General Units - 5 Vanari Auralan Sentinels
- 5 Vanari Auralan Sentinels
- 10 Vanari Auralan Wardens
- 5 Vanari Bladelords
| |
| | |
FACETS OF WAR: The arts of war practised by the Lumineth are subtle, precise and devastating.
Effect: You must use this ability at the start of the battle round. Pick 1
FACET OF WAR ability. That
FACET OF WAR ability can be used this battle round but the other two cannot.
SHINING COMPANY: Numinous light shines from this aelven formation, bedazzling the foe.
Effect: Subtract 1 from
hit rolls that target friendly units.
POWER OF HYSH: Vanari can use their innate arcane abilities to empower their sunmetal weapons.
Declare: Pick a friendly unit.
Effect: Roll a dice. On a 2+, until the start of your next turn, attacks made by that unit score
critical hits on unmodified
hit rolls of 5+.
LIGHTNING REACTIONS: Lumineth possess a natural alacrity beyond that of most rivals.
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 units instead of 1. Resolve the second
FIGHT ability immediately after the first.
Pick 1 of the following regiment abilities.
ARCANE PROWESS: The Cathallar of this Glittering Phalanx keeps a hidden reserve of aetherquartz to bolster their sorcery in battle.
Effect: Add 1 to casting rolls for your general.
HEIGHTENED REFLEXES: The keen senses of these warriors are second to none.
Effect: Add 1 to
save rolls for friendly units that use a
FIGHT ability immediately after another friendly unit because of the ‘
Lightning Reactions’ ability, until the end of the phase.
Give your general 1 of the following enhancements.
WAYSTONE: This sliver of dark rock illuminates hidden paths around the bearer in stark relief.
Effect: Remove your general from the battlefield and set them up again anywhere on the battlefield more than 6" from all enemy units.
PROTECTION OF HYSH: The caster opens their arms wide, creating a field of glowing energy that protects all of the caster’s allies that are nearby.
Declare: Pick a
visible friendly unit wholly within 12" of your general to be the target, then make a casting roll of 2D6.
Effect: On a 7+, the target has
WARD (5+) until the start of your next turn.
SPEED OF HYSH: The Cathallar magically empowers their allies to move with light’s swiftness.
Declare: Pick a
visible friendly unit wholly within 18" of your general, then make a casting roll of 2D6.
Effect: On a 5+, double the Move characteristic of that unit until the start of your next turn.
OVERWHELMING HEAT: The Cathallar summons oppressive heat to sap their foes’ strength.
Declare: Pick a
visible enemy unit within 24" of your general, then make a casting roll of 2D6.
Effect: On a 7+, halve the Move characteristic of that unit until the start of your next turn and roll a dice. If the roll equals or exceeds that unit’s Save characteristic, inflict D3
mortal damage on it.
| | |
| It is the noble duty of a Scinari Cathallar to take the spiritual anguish locked within spent aetherquartz 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. The burdens of a Cathallar forever mark them out from their fellows, for the Lumineth are a people who shun emotion where possible. It is a task that the Cathallars accept without complaint; few know better than they the dangers of using aetherquartz unchecked. | |
| | |
| Despairing Touch |
| | Despairing Touch | 3 | 3+ | 4+ | - | D3 |
DARKNESS OF THE SOUL: Cathallars wield the negative energy locked in aetherquartz as a weapon.
Declare: Pick an enemy unit within 12" of this unit to be the target, then roll a dice.
Effect: On a 3+, subtract D6 from the
control score of the target unit this turn.
| | |
| Bladelords are amongst the most elite Lumineth warriors. Each has formed a deep connection with the essence of their weapon and views combat as a series of elegant and artful equations. To kill with the perfectly calculated cut or degree of force is seen as the greatest of virtues – not out of a sense of ego or self-aggrandisement, they say, but because it brings them closer to true enlightenment. Bladelords serve as guardians to the mages of the Scinari, souls who share their quest for mental perfection and will give their lives in service of their honoured charges. | |
| | |
| Sunmetal Greatblade: Perfect Strike |
| | Sunmetal Greatblade: Perfect Strike | 1 | |
| Sunmetal Greatblade: Flurry of Blows [Anti-INFANTRY (+1 Rend), Crit (Mortal)] |
| | Sunmetal Greatblade: Flurry of Blows Anti-INFANTRY (+1 Rend), Crit (Mortal) | 3 | 3+ | 4+ | 1 | 1 |
SWORDMASTERS: Vanari Bladelords adopt different fighting styles depending upon the nature of their opponents.
Effect: Each time this unit uses a
FIGHT ability, you must pick either the
Perfect Strike or
Flurry of Blows weapon characteristics for all the attacks it makes with its Sunmetal Greatblade. In addition:
Do not use the attack sequence for an attack made with
Perfect Strike. Instead, roll a dice. On a 2+, inflict 1
mortal damage on the target unit.
GUARDIANS: Bladelords are tasked with protecting the Scinari from harm.
Effect: While your general is wholly within this unit’s
combat range, both this unit and your general have
WARD (5+).
| | |
| The Auralan Wardens are the lynchpins of the Vanari military. These phalanxes of skilled aelven warriors embody the Tyrionic traditions of their people; they do not flinch in the face of danger, nor do they hesitate to wield their pikes to impale oncoming enemies. The Wardens’ strength is built upon unity of purpose and a discipline that only those as long-lived as the aelves can hope to master. Empowered by the energies of aetherquartz and the arcane moonfire entrusted to their High Warden, they are the proud fortress wall upon which the forces of disorder break. | |
| | |
| Warden’s Pike [Crit (Mortal), Anti-charge (+1 Rend)] |
| | Warden’s Pike Crit (Mortal), Anti-charge (+1 Rend) | 2 | 3+ | 4+ | - | 1 |
MOONFIRE FLASK: The High Warden carries a flask filled with a burning silvery liquid that can be hurled at the incoming enemy.
Declare: Pick an enemy unit
in combat with this unit and that
charged this turn to be the target, then roll a dice.
Effect: On a 2+, inflict D3
mortal damage on the target.
| | |
| The bow is considered a noble weapon in Lumineth society, for the ability to send an arrow soaring through the radiant skies appeals greatly to aelven sensibilities – as does avoiding the need to close with their base adversaries. Sentinels are the archers of the Vanari, each having trained until they can shoot a foe through the eye from great distance. Their bows use a complex series of strings that allow them to moderate range and power, and their armour shines with the power of Hysh, capable of temporarily blinding any foes who weather their storm of sunmetal tipped arrows. | |
| | |
| Auralan Bow [Crit (Auto-wound)] |
| | Auralan Bow Crit (Auto-wound) | 18" | 2 | 3+ | 4+ | 1 | 1 |
| Vanari Dagger |
| | Vanari Dagger | | 1 | 3+ | 4+ | - | 1 |
LOFTED SHOTS: To strike a distant target, these warriors point their bows to the sky before launching a volley up high.
Effect: Until the end of the phase, add 6" to the Range characteristic of this unit’s Auralan Bows but subtract 1 from
hit rolls for this unit’s
shooting attacks.