Lumineth Realm-lords – Thyrielle’s Zephyrites

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LUMINETH REALM-LORDS WARSCROLL
Thyrielle’s Zephyrites
7"
3
5+
1
A master of the Hurakan temple, Thyrielle travels across the realms, urging the air aelementors to rise up against the forces of darkness. She is guided on this quest by the vulpine spirit Tzul, who can sense minute fluctuations in the wind currents. The sightless archer Orieth calls upon these slipstreams to see his arrows find their mark, whilst the acolytes Sirikith and Anara seek to attune their own elemental senses through hard-fought experience.
LUMINETH REALM-LORDS WARSCROLL
Thyrielle’s Zephyrites
RANGED WEAPONS
RngAtkHitWndRndDmg
Slipstream Bow [Crit (Auto-wound)]
Slipstream Bow
Crit (Auto-wound)
12"33+4+11
Windblast [Shoot in Combat]
Windblast
Shoot in Combat
12"12+3+2D3
MELEE WEAPONS
AtkHitWndRndDmg
Zephyrite Weapons
Zephyrite Weapons14+4+-1
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
BATTLE PROFILE

Unit Size: 4      Points: 190
MODELBASE SIZE
Thyrielle, Orieth, Sirikith, Anara28.5mm
Tzul25mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

Each model in this unit is armed with Zephyrite Weapons and a Slipstream Bow. The models in this unit are:
  • Thyrielle (champion, must replace their Slipstream Bow with a Windblast)
  • Orieth
  • Sirikith
  • Anara

Passive
MASTERS OF THE ZEPHYR: The Windmage Thyrielle and her disciples have formed a bond with Tzul, a minor aelementor from the Realm of Light.

Effect: This unit’s Tzul is a token. After setting up this unit on the battlefield for the first time, place its Tzul next to it.
  • While this unit’s Tzul is next to it, it has Fly.
  • While this unit’s Thyrielle is on the battlefield, it has WIZARD (1).

Your Movement Phase
ONE WITH THE WIND: Tzul follows the swift advance of the Zephyrites – but he is a mischievous spirit, always looking for unsuspecting foes to menace.

Declare: Pick an enemy INFANTRY or CAVALRY unit that this unit passed across this phase to be the target.

Effect: Place this unit’s Tzul next to the target.

Any Shooting Phase
THE LIVING GALE: Though small compared to the mightiest aelementors of the wind, Tzul can still summon buffeting gales.

Declare: Pick an enemy unit with this unit’s Tzul next to it to be the target.

Effect: Place this unit’s Tzul next to this unit.
  • You can move the target up to D3".
  • Then, if this unit is within 6" of the target, you can move this unit up to D6". It cannot end that move in combat.

Add 2" to the distance each unit can move for each instance of Oreali, Rune of the Wind depicted on your battle scripture.

Designer’s Note: If your opponent would prefer to move their own models, pre-measure the distance and indicate where they should move their models to

KEYWORDS
UNIQUE, HERO, INFANTRY, CHAMPION
ORDER, LUMINETH REALM‑LORDS, HURAKAN, AELF
Companion
Unless otherwise specified, attacks made by this weapon are not affected by friendly abilities that modify hit rolls, wound rolls or weapon characteristics, except for those that apply negative modifiers (e.g. ‘Covering Fire’).
1.0 Champions
Units with the CHAMPION keyword have one or more champion models. If there is a number after the CHAMPION keyword, that number indicates the proportion of models in that unit that can be champions. In any other case, 1 model in the unit can be a champion. Units with the CHAMPION keyword have the following passive ability:

Passive
CHAMPION: A veteran fighter leads the charge.

Effect: Add 1 to the Attacks characteristic of weapons used by champions in this unit. If this unit is a BEAST, this ability affects this unit’s Companion weapons.

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

Army List
Warscrolls collated

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Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.
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.
Passive
FLY: Soaring above the battlefield, this unit can reach destinations that are inaccessible to other troops.

Effect: As this unit moves, it ignores other models, terrain features and the combat ranges of enemy units. It cannot end its move in combat unless specified in the ability that allowed it to move. Ignore any vertical distance moved for this unit.
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).
1.1 Power Level
Each WIZARD and PRIEST has a power level shown after the keyword, e.g. WIZARD (2). A WIZARD’s casting power level determines how many Spell abilities they can use per phase. A PRIEST’s chanting power level determines how many PRAYER abilities they can use per phase.
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.
Crit (Auto-wound)
If an attack made with this weapon scores a critical hit, that attack automatically wounds the target. Make a save roll as normal.

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

3.3 Reinforced Units
When you add a unit to your army roster, you can add it as a reinforced unit. A reinforced unit has twice as many models as its minimum unit size and costs twice as many points. If a unit has a minimum unit size of 1, it cannot be reinforced. In addition, some units with a unit size of more than 1 can not be reinforced. This will be noted on their battle profile.
Oreali, Rune of the Wind
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.
23.0 Tokens
Tokens are not considered to be models for rules purposes and can be ignored or moved out of the way for purposes of visibility, coherency or abilities. They cannot be picked as the target of abilities. Their purpose is to indicate persisting effects on units they are placed next to. Each time a unit with a token finishes a move or is set up, place the token next to the unit.
© Vyacheslav Maltsev 2013-2026