Lumineth Realm-lords – Scourge of Aqshy Alarith Stonemage

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LUMINETH REALM-LORDS WARSCROLL
Scourge of Aqshy Alarith Stonemage
6"
5
4+
2
Many are the Alarith Stonemages who journeyed to the Adamantine Chain to commune with the mountain spirits that dwell there. Having achieved true oneness with the earthbound aelementors, they are masters of geomantic and lithomantic magics.
LUMINETH REALM-LORDS WARSCROLL
Scourge of Aqshy Alarith Stonemage
MELEE WEAPONS
AtkHitWndRndDmg
Staff of the High Peaks
Staff of the High Peaks33+4+1D3
BATTLE PROFILE

Unit Size: 1      Points: 150
Base size: 40mm
Can be reinforced: No
Regiment Options: 0-1 Ydrilan Riverblades, Any Vanari Auralan Wardens, Any ALARITH
Notes: This unit is legal for Matched Play for battles fought using the General’s Handbook 2026-27 battlepack.

Passive
ELEMENTAL ENDURANCE: Alarith Stonemages can draw on the power of the sigils to impart a measure of their stone-like resilience to their allies.

Effect: If this unit is picked to be a target of the ‘Depict Rune’ ability, for the rest of that battle round, when resolving the damage sequence for a friendly LUMINETH REALM-LORDS unit while it is wholly within 12" of this unit, if you spend rage dice as part of the ‘Fight Through the Pain’ ability, remove 1 damage point from that unit’s damage pool on a 2+ instead of a 3+

Your Hero Phase
7
EARTH’S GRIP: Spars of rock shoot up from the ground to grasp the legs of a foe, holding them in place unless they manage to free themselves.

Declare: Pick a visible enemy unit that has no more than 1 model and is within 18" of this unit to be the target, then make a casting roll of 2D6.

Effect: For the rest of the battle, the target is gripped until this unit is destroyed, the target breaks free or you pick a different target for this spell.

While the target is gripped, each time it uses a MOVE ability, your opponent must roll a dice as a reaction and add their fury level to the roll. On a 7+, the target breaks free. Otherwise, that MOVE ability has no effect.
KEYWORDSSPELL

KEYWORDS
HERO, WIZARD (1), INFANTRY, ALARITH
ORDER, LUMINETH REALM‑LORDS, AELF
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.
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.
Army List
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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.

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.
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.
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).

The ALARITH 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 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

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.
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 - 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

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.
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!
18.2 Allocating Damage
After resolving the effect of any ability that inflicts damage points (whether via attacks, mortal damage or both), you must allocate the damage points.

When allocating damage points to a unit, the damage points in its damage pool are allocated to it one at a time. Each time the number of damage points allocated to the unit equals the Health characteristic of that unit, 1 model in that unit is slain (and removed from play) and the number of damage points allocated to that unit is reset to 0. Keep allocating damage points until there are none left in the damage pool.

If the number of damage points allocated to a unit is not enough to slay a model, keep track of the number of damage points currently allocated to the unit (most players place a dice or markers next to the unit). While a unit has any damage points allocated to it, it is damaged.
FIGHT THROUGH THE PAIN
Passive
FIGHT THROUGH THE PAIN: Anger can grant one the resilience to shrug off grievous wounds - if the promise of vengeance is close at hand.

Effect: Before allocating damage to a friendly unit, you can spend any number of rage dice. For each rage dice spent, reduce your fury level by 1, to a minimum of 0, then roll a dice. On a 3+, remove 1 damage point from that unit’s damage pool.

© Vyacheslav Maltsev 2013-2026