Lumineth Realm-lords – Scourge of Ghyran The Light of Eltharion

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•LUMINETH REALM-LORDS WARSCROLL•
Scourge of Ghyran The Light of Eltharion
6"
6
3+
2
4+
The spiritual remnant of an ancient aelven hero, the Light of Eltharion inspires watching Lumineth with his perfect swordwork as he carves a path through the enemy hordes. No longer bound to physical realities, this radiant warrior has been sighted in Ghyran, warring against the forces of ruin. Fuelled by the realm’s vibrant magic, he fights on even when cut down, reborn in a blinding corona of light.
•LUMINETH REALM-LORDS WARSCROLL•
Scourge of Ghyran The Light of Eltharion
Damage calculator
RANGED WEAPONS
RngAtkHitWndRndDmg
Searing Darts of Light
Searing Darts of Light12"32+3+2D3
MELEE WEAPONS
AtkHitWndRndDmg
Fangsword of Eltharion [Crit (2 Hits)]
Fangsword of Eltharion
Crit (2 Hits)
52+3+33
Celennari Blade [Anti-HERO (+1 Rend), Anti-MONSTER (+1 Rend)]
Celennari Blade
Anti-HERO (+1 Rend), Anti-MONSTER (+1 Rend)
22+3+13
BATTLE PROFILE

Unit Size: 1      Points: 280
Base size: 50mm
Can be reinforced: No
Regiment Options: 0-1 Lumineth Paragon, Any LUMINETH REALM-LORDS
Notes: This HERO can join an eligible regiment as a Lumineth Paragon.
This unit is legal for Matched Play for battles fought using the General’s Handbook 2025-26 battlepack.

Passive
SUPREME SWORDMASTER: The Light of Eltharion is a consummate warrior and one of the greatest swordmasters of all time.

Effect: Ignore negative modifiers to hit rolls and wound rolls for this unit’s attacks. In addition, ignore negative modifiers to the characteristics of this unit’s melee weapons.

Passive
ETERNAL LIGHT: Should he be vanquished, such is Eltharion’s mythical resolve that his spirit can re-manifest on the battlefield to fight once more alongside the Lumineth.

Effect: If this unit is destroyed and if a friendly LUMINETH REALMLORDS WIZARD successfully casts a SUMMON spell, instead of resolving the effect of that SUMMON spell, you can set up a replacement unit for this unit more than 9" from all enemy units and wholly within 12" of the unit that used that SUMMON spell. This ability is still in effect even if this unit is not on the battlefield.

KEYWORDS
UNIQUE, HERO, INFANTRY, WARD (4+)
ORDER, LUMINETH REALM‑LORDS, AELF
Errata
Light of Eltharion
Change the timing of ‘Eternal Light’ to ‘Passive’, and the effect to: ‘If this unit is destroyed and if a friendly LUMINETH REALM-LORDS WIZARD successfully casts a SUMMON spell, instead of resolving the effect of that SUMMON spell, you can set up a replacement unit for this unit more than 9" from all enemy units and wholly within 12" of the unit that used that SUMMON spell. This ability is still in effect even if this unit is not on the battlefield.’
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.

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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.
3.1 Regiments
Armies are made up of one or more regiments, each of which is led by a Hero. You must have at least 1 regiment in your army, and you can include a maximum of 5 regiments. To add a regiment, pick 1 HERO from your faction, then pick up to 3 non‑HERO units to accompany them.

Each HERO’s battle profile lists which units can be added to their regiment, and each non-HERO unit’s battle profile lists any relevant keywords it has. The battle profiles of some HEROES may say that they can be added to the regiment of another HERO in place of a non-HERO unit in that regiment.

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).
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.
Crit (2 Hits)
If an attack made with this weapon scores a critical hit, that attack scores 2 hits on the target unit instead of 1. Make a wound roll for each hit.
Passive
SEED OF REBIRTH: Should the bearer of this seed ever fall, its rejuvenating energies will grant them new life.

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.
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).

FAQ

Q:If an ability (e.g. ‘Seed of Rebirth’) would allow a unit that would be destroyed to negate all remaining damage points then heal to prevent that unit from being destroyed, and another ability (e.g. ‘Quenching the Flames’) prevents that unit from healing, would that unit still be destroyed?
A:
Yes.
Any Hero Phase
1
RALLY: With an inspiring call to action, wounded soldiers get a second wind and fresh troops take the field to replace their fallen comrades.

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

Effect: Make 6 rally rolls of D6. For each 4+, you receive 1 rally point. Rally points can be spent in the following ways:
  • For each rally point spent, Heal (1) that unit.
  • You can spend a number of rally points equal to the Health characteristic of that unit to return a slain model to that unit.
You can spend the rally points in any combination of the above. Unspent rally points are then lost.
24.2 Replacement Units
Some abilities allow you to set up a replacement unit. When setting up that unit, it should have the same warscroll type, weapon options and number of models as the original unit, unless otherwise specified in the ability. Many of these abilities specify the proportion of models in the replacement unit (e.g. half the number of models from the original unit). In these cases, you can pick which models from the original unit are set up.

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

If the original unit was reinforced and the replacement unit has more than half the number of models from the original unit, the replacement unit is considered to be reinforced.

Because a replacement unit is treated as a completely new unit, it could, for instance, use a Once Per Battle ability on its warscroll even if the unit it replaced used that ability earlier in the battle.

FAQ / Errata

FAQ
Q:If a destroyed unit had an enhancement, and an ability allows me to set up a replacement of that unit, would the replacement unit also have that enhancement?
A:
No.
Q:If an ability allows a replacement unit to be set up with half the models from the original unit, and the original unit has to have a certain proportion of models equipped with specific weapons, does the new unit also need to adhere to the same restrictions?
A:
No. As stated in 24.2, you can pick any models from the original unit to be set up in the replacement unit.
Q:If an ability allows a replacement unit to be set up with half the models from the original unit, could I then use an ability such as ‘Rally’ to return models to that unit until it reached the unit size of the original unit?
A:
No. A replacement unit is treated as a new unit with a new unit size.
Errata
Addenda: 24.2 Replacement Units
Add the following:
‘If the original unit was reinforced and the replacement unit has more than half the number of models from the original unit, the replacement unit is considered to be reinforced.'
© Vyacheslav Maltsev 2013-2026