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-lordsFaction Pack4September 2024
  Stormcast Eternals
  Stormcast EternalsBattletome4October 2024
  Sylvaneth
  SylvanethFaction Pack4October 2024
  Battle Profiles & Rules updates
  Battle Profiles & Rules updatesRulebook4September 2024
  Sons of Behemat
  Sons of BehematFaction Pack4September 2024
  Warhammer Underworlds Legends
  Warhammer Underworlds LegendsWarscroll4August 2024

Faction Rules


Battle Traits

Lumineth Realm‑lords armies can use the following abilities:

Passive
LIGHTNING REACTIONS: Lumineth can think faster, act more decisively and fight more proficiently than any other.

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 LUMINETH REALM-LORDS units instead of 1. Resolve the second FIGHT ability immediately after the first.

Start of Battle Round
SHINING COMPANY: Vanari warriors often fight in a grouping that combines the bright light of each soul into a dazzling brilliance that befuddles foes.

Effect: You can only use this ability if you have not used any FACET OF WAR abilities this battle round.

For the rest of the battle round, subtract 1 from hit rolls for attacks that target friendly VANARI units that have not charged this turn and that have not been picked as the target of the ‘Power of Hysh’ ability this battle round.
KEYWORDSFACET OF WAR

Your Shooting Phase
MOVE LIKE THE WIND: Hurakan warriors perform gravity-defying leaps to take them away from their enemies.

Declare: You can only use this ability if you have not used any FACET OF WAR abilities this battle round. Pick up to 3 friendly HURAKAN units that are not in combat to be the targets.

Effect: Each target can move a distance up to its Move characteristic. It cannot move into combat during any part of that move, and it cannot use SHOOT abilities for the rest of the turn.
KEYWORDSFACET OF WAR, MOVE

Start of Battle Round
POWER OF HYSH: Vanari can use their innate arcane abilities to empower the sunmetal in their weapons, making it burn with a greater intensity.

Declare: You can only use this ability if you have not used any FACET OF WAR abilities this battle round. Pick a friendly VANARI unit to be the target.

Effect: The target’s attacks score critical hits on unmodified hit rolls of 5+ for the rest of the battle round.
KEYWORDSFACET OF WAR

Start of Battle Round
DEEP THINKERS: The Scinari are renowned for their profound knowledge and thoughtful deliberation.

Effect: You can only use this ability if you have not used any FACET OF WAR abilities this battle round.

Add 1 to casting rolls for friendly SCINARI units for the rest of the battle round.
KEYWORDSFACET OF WAR

Start of Battle Round
ENDURING AS ROCK: When in a battle trance inspired by the mountain, the Alarith take on the aspect of stone, blades rebounding off their rock-hard skin.

Effect: You can only use this ability if you have not used any FACET OF WAR abilities this battle round.

Subtract 1 from the Rend characteristic of weapons used for attacks that target friendly ALARITH units for the rest of the battle round.
KEYWORDSFACET OF WAR

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.

Vanari Battlehost

Passive
VANARI BRILLIANCE: When the warriors in a Vanari Battlehost stand together, they radiate a dazzling light that protects them from their foes.

Effect: You can use the ‘Power of Hysh’ ability in addition to the other FACET OF WAR ability used during the battle round.


Alarith Temple

Passive
ALARITH FORTITUDE: The Lumineth of an Alarith temple can turn aside enemy blows by making their skin become as hard and unyielding as stone.

Effect: You can use the ‘Enduring as Rock’ ability in addition to the other FACET OF WAR ability used during the battle round.


Scinari Council

Passive
LORE OF THE SCINARI: In towering crystal spires, the mages of the Scinari caste seek enlightenment by contemplating the nature of magic itself. When they bring their hard-won learnings to the battlefield, their power is terrifying to behold.

Effect: You can use the ‘Deep Thinkers’ ability in addition to the other FACET OF WAR ability used during the battle round.


Hurakan Temple

Passive
GRACE OF THE HURAKAN: Swift and deadly are the warriors of the Hurakan temples, supplicants of Hysh’s glorious winds. They move with the speed of a howling gale, long hair whipping in the rushing air currents.

Effect: You can use the ‘Move Like the Wind’ ability in addition to the other FACET OF WAR ability used during the battle round.

Heroic Traits

Lords of Brilliance

HERO only

Reaction: You declared the ‘Redeploy’ command for a friendly LUMINETH REALM-LORDS unit wholly within 12" of this unit
MASTERFUL TACTICIAN: This hero quickly redirects the warriors under their command to plug a gap or exploit a weakness in the enemy line.

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

Once Per Battle, Any Combat Phase
PERFECT STRIKE: This hero can unleash their might in one deadly attack.

Declare: Pick an enemy unit in combat with this unit to be the target.

Effect: Inflict D3+3 mortal damage on the target.
KEYWORDSCORE, ATTACK, FIGHT

Once Per Battle, Reaction: You declared the ‘Charge’ ability or a SPELL ability for this unit
PARAGON OF HYSH: This hero has travelled throughout Hysh and is a scholar of each aspect of Lumineth society.

Effect: You can re-roll the charge roll or casting roll for that ability.

Artefacts of Power

Heirlooms of Hysh

HERO only

Passive
PHOENIX STONE: This ancient crystal shatters when the bearer is slain, surging with healing energy and giving them a second chance.

Effect: If 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 (1) this unit. This unit cannot use this ability again for the rest of the battle.

Passive
SILVER WAND: This slender wand is covered with winding Lumineth runes.

Effect: If this unit is non-WIZARD, it has WIZARD (1). Otherwise, add 1 to this unit’s power level.

Once Per Battle, 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.

Effect: Remove this unit from the battlefield and set it up again on the battlefield more than 9" from all enemy units.
KEYWORDSCORE

Spell Lore

Lore of Hysh

Your Hero Phase
5
SPEED OF HYSH: The caster gestures at a nearby Lumineth regiment, enchanting them so they can move blurringly fast.

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

Effect: Add 4" to the target’s Move characteristic until the start of your next turn.
KEYWORDSSPELL, UNLIMITED

Your Hero Phase
7
OVERWHELMING HEAT: The caster summons oppressive heat to sap their foe’s strength.

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
8
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 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 units have WARD (5+) while they are wholly within 12" of the caster.
KEYWORDSSPELL

Manifestation Lore

Manifestations of Hysh

Your Hero Phase
4
SUMMON SANCTUM OF AMYNTOK: The ground splits around the mage, and the life force of the realm springs forth as a crackling shield.

Declare: If there is not a friendly Sanctum of Amyntok on the battlefield, pick a friendly LUMINETH REALM-LORDS WIZARD to cast this spell, pick a visible friendly LUMINETH REALM-LORDS INFANTRY HERO wholly within 12" of them and more than 3" from all other units and terrain features to be the target, then make a casting roll of 2D6.

Effect: Set up a Sanctum of Amyntok within the target’s combat range, visible to the caster and not in combat. A Sanctum of Amyntok has 3 parts that must be set up touching each other so that they form a ring with the target inside.
KEYWORDSSUMMON, SPELL

Your Hero Phase
5
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 6" of the caster.
KEYWORDSSUMMON, SPELL

Your Hero Phase
7
SUMMON RUNE OF PETRIFICATION: The caster calls forth a hovering sigil ripped from the crust of the realm underfoot.

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 18" of the caster and visible to them.
KEYWORDSSUMMON, SPELL

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

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 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.
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.

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

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

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

Start of Battle Round
POWER OF HYSH: Vanari can use their innate arcane abilities to empower the sunmetal in their weapons, making it burn with a greater intensity.

Declare: You can only use this ability if you have not used any FACET OF WAR abilities this battle round. Pick a friendly VANARI unit to be the target.

Effect: The target’s attacks score critical hits on unmodified hit rolls of 5+ for the rest of the battle round.
KEYWORDSFACET OF WAR
Start of Battle Round
ENDURING AS ROCK: When in a battle trance inspired by the mountain, the Alarith take on the aspect of stone, blades rebounding off their rock-hard skin.

Effect: You can only use this ability if you have not used any FACET OF WAR abilities this battle round.

Subtract 1 from the Rend characteristic of weapons used for attacks that target friendly ALARITH units for the rest of the battle round.
KEYWORDSFACET OF WAR
Start of Battle Round
DEEP THINKERS: The Scinari are renowned for their profound knowledge and thoughtful deliberation.

Effect: You can only use this ability if you have not used any FACET OF WAR abilities this battle round.

Add 1 to casting rolls for friendly SCINARI units for the rest of the battle round.
KEYWORDSFACET OF WAR
Your Shooting Phase
MOVE LIKE THE WIND: Hurakan warriors perform gravity-defying leaps to take them away from their enemies.

Declare: You can only use this ability if you have not used any FACET OF WAR abilities this battle round. Pick up to 3 friendly HURAKAN units that are not in combat to be the targets.

Effect: Each target can move a distance up to its Move characteristic. It cannot move into combat during any part of that move, and it cannot use SHOOT abilities for the rest of the turn.
KEYWORDSFACET OF WAR, MOVE
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 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.
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
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).
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

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).
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.
1.1 Power Level
Each WIZARD and PRIEST has a power level, shown in brackets after the keyword, e.g. WIZARD (2). A WIZARD or PRIEST’s power level determines the number of SPELL, PRAYER or BANISH abilities they can use per phase, in any combination. For example, a WIZARD (2) unit could use 1 SPELL and 1 BANISH ability in their commander’s hero phase.

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

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