Lumineth Realm-lords – The Light of Eltharion

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LUMINETH REALM-LORDS WARSCROLL
The Light of Eltharion
6"
7
3+
2
4+
A legendary ancestor of the Lumineth race, the Light of Eltharion is a puissant warrior who has become one with the energies of Hysh. To face him is to face the power of light itself made manifest, and few have survived an encounter with his grim, enchanted blades.
LUMINETH REALM-LORDS WARSCROLL
The Light of Eltharion
RANGED WEAPONS
RngAtkHitWndRndDmg
Searing Darts of Light [Shoot in Combat]
Searing Darts of Light
Shoot in Combat
12"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: 290
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.

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.

Any Combat Phase
VALOROUS INTERVENTION: The Light of Eltharion manifests alongside his allies in their time of greatest need.

Declare: This unit cannot use this ability if it is in combat. Pick a friendly unit that is in combat to be the target.

Effect: Remove this unit from the battlefield and set it up again within 1" of the target and in combat.

KEYWORDS
UNIQUE, HERO, INFANTRY, WARD (4+)
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.
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).
Army List
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Shooting attacks
Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).
Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.
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.
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.
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.
Those HEROES can join an eligible regiment as a Lumineth Paragon.

Infantry Hero
© Vyacheslav Maltsev 2013-2026