Lumineth Realm-lords – Warscrolls


Cavalry Hero


LUMINETH REALM-LORDS WARSCROLL
Lyrior Uthralle
Warden of Ymetrica
14"
7
3+
2
Lyrior Uthralle is a legendary warrior famed for his precise attacks and strategy, his skill proven in countless wars. He holds the title of Voice of the Phoenix, one of only ten souls who serve as the aelven god Tyrion’s champions. As one would expect from a son of Ymetrica, Lyrior appears in public as a warrior with a soul of stone, riding resplendent upon Farael, his lightcourser steed, and wielding his armies with the same intractable purpose as he does his enchanted lance Daemonbane. Yet in private, this mask begins to slip, and the Lord Regent Supreme’s grief wells to the surface. In the early decades of the Age of Sigmar, Lyrior was commanded to lead the defence of Tor Limina. Yet in doing so, he was forced to leave his home city woefully vulnerable. Lyrior was to pay the price for his loyalty; upon returning, he found the city obliterated by greenskin raiders. When Uthralle discovered the brutalised remains of his beloved kin, something broke within him. Even now he screams into the void each night; only the spiritual ministrations of a trio of Cathallars keep his soul intact. Lyrior now funnels his torment into deeds, riding out to command almost every battle Ymetrica wages against the orruks in person and venting his hatred.
LUMINETH REALM-LORDS WARSCROLL
Lyrior Uthralle
Warden of Ymetrica
RANGED WEAPONS
RngAtkHitWndRndDmg
Daemonbane [Anti-DAEMON (+1 Rend)]
Daemonbane
Anti-DAEMON (+1 Rend)
12"12+2+2D3
MELEE WEAPONS
AtkHitWndRndDmg
Daemonbane [Anti-DAEMON (+1 Rend), Charge (+1 Damage)]
Daemonbane
Anti-DAEMON (+1 Rend), Charge (+1 Damage)
22+3+12
Farael’s Horns and Claws [Companion]
Farael’s Horns and Claws
Companion
45+3+-1
Lyrior’s Sword [Crit (Mortal)]
Lyrior’s Sword
Crit (Mortal)
42+3+12
BATTLE PROFILE

Unit Size: 1      Points: 240
Base size: 90 × 52mm
Can be reinforced: No
Regiment Options: 0-1 Lumineth Paragon, Any ALARITH, Any VANARI

Reaction: Passive
VOICE OF TYRION: Lyrior is part of Tyrion’s inner circle, and he speaks with the authority of the god himself in matters military.

Effect: Each time a friendly LUMINETH REALM‐LORDS unit wholly within 12" of this unit uses the ‘All-out Attack’ command, no command points are spent.

Your Hero Phase
7
SOLAR FLARE: Channelling his anger, Lyrior causes one of the solar bodies above the battlefield to belch forth a searing flare of energy.

Declare: Pick a visible enemy unit or MANIFESTATION wholly within 18" of this unit to be the target, then make a casting roll of 2D6.

Effect: If the target is a MANIFESTATION, inflict 3D6 mortal damage on it. Otherwise, roll a dice for each model in the target unit. For each 5+, inflict 1 mortal damage on the target.
KEYWORDSSPELL

KEYWORDS
UNIQUE, HERO, WIZARD (1), CAVALRY
ORDER, LUMINETH REALM‑LORDS, AELF, VANARI


LUMINETH REALM-LORDS WARSCROLL
Vanari Lord Regent
14"
7
3+
2
Lord Regents are the commanders of the Lumineth warhosts, storied champions who have risen through the ranks by dint of sheer excellence. These leaders employ effectively limitless military authority, able to veto invasions or legitimise the mustering of hundreds of warriors. The Lord Regents do not occupy any formal seat of power in a Great Nation’s rulership; they serve instead as Tyrion’s proxies, commanding those fronts where the Lord Phoenix cannot. Regardless of the nation they were born in, Lord Regents follow the Decree Tyrionic, moulded by traditions that prize decisive action over drawn-out cerebral contemplation. Each Regent spends countless hours studying matters of strategy, allowing them to make quick calls during battle, and they are adept at channelling solar energies into their warriors’ sunmetal blades until they blaze with captured light. The trials by which a Regent earns their rank are taxing in the extreme. Tracking down and earn the allegiance of a lightcourser, a swift-footed quadruped energised by Hysh’s radiance, is but one of these. As their mount sprints forward at blistering speed to deliver bone-breaking kicks, the Lord Regent draws upon the aetherquartz crystals worked into their wargear to launch precise attacks.
LUMINETH REALM-LORDS WARSCROLL
Vanari Lord Regent
MELEE WEAPONS
AtkHitWndRndDmg
Lightcourser’s Horns and Claws [Companion]
Lightcourser’s Horns and Claws
Companion
35+3+-1
Regent’s Sword [Crit (Mortal)]
Regent’s Sword
Crit (Mortal)
53+4+12
BATTLE PROFILE

Unit Size: 1      Points: 230
Base size: 90 × 52mm
Can be reinforced: No
Regiment Options: 0-1 Lumineth Paragon, 0-1 Ydrilan Riverblades, Any VANARI

Once Per Battle, Your Hero Phase
PUREST AETHERQUARTZ: Lord Regents carry a reserve of fine aetherquartz that burns with the brilliance of Hysh.

Effect: For the rest of the turn, add 1 to casting rolls for this unit and subtract 1 from hit rolls for attacks that target this unit.

Once Per Battle, Your Charge Phase
CHARGE OF THE LUMINETH: The Lord Regent leads a united cavalry charge crashing into the enemy ranks.

Declare: Pick this unit and up to 2 friendly Vanari Dawnriders units within this unit’s combat range to be the targets.

Effect: You can re-roll charge rolls for the targets for the rest of the turn. In addition, if a target charges this phase, add 1 to the Attacks characteristic of that target’s weapons for the rest of the turn.

KEYWORDS
HERO, WIZARD (1), CAVALRY
ORDER, LUMINETH REALM‑LORDS, AELF, VANARI

Infantry Hero


LUMINETH REALM-LORDS WARSCROLL
Alarith Stonemage
6"
5
4+
2
Stonemages are masters of astounding earth magics, aelves who have achieved true unity with the mountains. These souls trekked to the highest peaks, dodging death while singing laments of contrition. They formed works of beautiful art from interlocking stones and refused to succumb to anger or fear even as their vengeful surroundings sought to claim their lives. Something in this unshakeable purpose slowly placated the mountain spirits, and they granted the regretful aelves moss growths and scuttling creatures to feast on. Over time, these tenuous relationships became true understandings, and those Lumineth of a most mystical disposition were granted the secrets of geokinetic and lithomantic sorceries. Stonemages speak with the commanding rumble of the avalanche and can adjust gravity’s pull to send even heavy stones floating serenely into the air around them. In battle, such is the bond between Stonemage and aelementor that, when the mountain spirits march in their war-forms, these aelves are often found in close proximity, channelling their powers into their patron to grant them even greater fortitude.
LUMINETH REALM-LORDS WARSCROLL
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

Any Combat Phase
STONEMAGE STANCE: A Stonemage can adopt a stance that can be emulated by nearby Stoneguard, allowing them to deliver blows with shattering force.

Declare: Pick a friendly ALARITH AELF unit wholly within 12" of this unit to be the target.

Effect: Roll a dice. On a 3+, add 1 to the Rend characteristic of the target’s melee weapons for the rest of the turn.

Your Hero Phase
7
LIVING FISSUE: The caster touches a rocky outcrop, causing it to split apart along its entire length.

Declare: Pick a point on the battlefield within 18" of this unit to be the target, then make a casting roll of 2D6.

Effect: Draw a straight line between the target and the closest part of this unit’s base. Roll a D3 for each unit (friendly and enemy) that the line passes across. On a 2+, inflict an amount of mortal damage on that unit equal to the roll.
KEYWORDSSPELL

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


LUMINETH REALM-LORDS WARSCROLL
Ellania and Ellathor
Eclipsian Warsages
6"
8
4+
4
Though young by aelven standards at barely fifty years of age, Ellania and Ellathor are twins and prodigies both. As little more than children, they passed the sense-warping Trial of the Mindrazor. As they grew to adolescence, Ellania proved able to face down the most learned opponents in symposium debates, while Ellathor triumphed in back-to-back Vanari duelling contests. Teclis soon saw in these siblings echoes of him and his own brother. What this might portend, even the Archmage does not know, but Teclis is not one to discount the symmetry of fate. After much deliberation and testing, the twin gods dubbed them Eclipsian Warsages, champions who would travel far and fight to enact the will of their gods while seeking to temper their natural ability with wisdom. To aid them, both twins received potent gifts. Ellania was bequeathed the staff Dianaer, whose realmstone head is said to capture the light of pure potential, as well as her faithful avian companion Atheane. Ellathor was granted the aetherquartz sword Altairi from Tyrion’s own arsenal. The twins now travel across the realms carrying out missions for the aelven gods. In battle, whichever sibling is more adept at quelling the enemy takes the lead, allowing them to excel regardless of whether magic or blade is required most.
LUMINETH REALM-LORDS WARSCROLL
Ellania and Ellathor
Eclipsian Warsages
RANGED WEAPONS
RngAtkHitWndRndDmg
Blazing Sunbolt [Crit (Auto-wound)]
Blazing Sunbolt
Crit (Auto-wound)
12"32+3+2D3
MELEE WEAPONS
AtkHitWndRndDmg
Dianaer
Dianaer23+4+1D3
Altairi
Altairi52+3+12
BATTLE PROFILE

Unit Size: 1      Points: 280
Base size: 40mm
Can be reinforced: No
Regiment Options: 0-1 Lumineth Paragon, Any LUMINETH REALM-LORDS

Your Hero Phase
EQUAL PRODIGIES: On the battlefield, one twin will take the lead to aid their allies while the other stands guard.

Declare: Pick whether Ellania will take the lead or Ellathor will take the lead.

Effect: If Ellania takes the lead, until the start of your next turn, add 1 to this unit’s power level and it has WARD (4+). If Ellathor takes the lead, until the start of your next turn, add the current battle round number to the Damage characteristic of Altairi.

Your Hero Phase
8
TOTAL ECLIPSE: Ellania gestures towards a lunar body and causes a shadow to draw across it, distracting the foe.

Declare: Make a casting roll of 2D6.

Effect: Until the start of your next turn, the first time an enemy unit uses a command within 18" of this unit, your opponent must spend an additional command point to use that command.
KEYWORDSSPELL

End of Any Turn
SUDDEN TRANSLOCATION: Should Ellathor use Altairi for too long, he will start to be overwhelmed by its arcane power and Ellania will be forced to transport him away from the battle, lest he be transformed into a creature of blazing fury.

Effect: This unit can use this ability if any enemy models were slain by it this turn. Heal (D6) this unit. Then, remove it from the battlefield and set it up again on the battlefield more than 9" from all enemy units. When using the ‘Equal Prodigies’ ability in your next turn, you must pick Ellania to take the lead.

KEYWORDS
UNIQUE, HERO, WIZARD (1), INFANTRY, WARD (5+)
ORDER, LUMINETH REALM‑LORDS, AELF, SCINARI, VANARI


LUMINETH REALM-LORDS WARSCROLL
Hurakan Windmage
12"
5
5+
2
Windmages are the dexterous masters of the Hurakan temples. They have bonded with the winds so closely that to walk upon earth now feels unsettling, leading them to travel upon minor cloud spirits. This is not a matter of mastery but of symbiosis; while the Windmage gains an immortal companion, the spirit – otherwise prone to blowing every which way on the merest excitable whim – is guided by the aelf’s will and the power of their aspiragillum wand, granting them the focus to explore lands that their own flighty nature would never normally allow them to reach. It is on the field of battle that a Windmage truly shines. Though a breeze may feel soft and playful, it can turn bitter in a moment; a Windmage may artfully manipulate it to carry arrows with lethal precision or to force air into a foe’s lungs until they burst. The wind carries shouted orders from different portions of a battlefield or else sees them drowned out, bringing dissolution and anarchy to a battleline. Many Windmages are seen as unpredictable tricksters by fellow aelves, but this is more a statement of wary respect than condemnation, for to decry the wind’s amusements will quickly see one swept into its lethal embrace.
LUMINETH REALM-LORDS WARSCROLL
Hurakan Windmage
RANGED WEAPONS
RngAtkHitWndRndDmg
Windblast Vortex [Shoot in Combat]
Windblast Vortex
Shoot in Combat
10"12+3+2D3
MELEE WEAPONS
AtkHitWndRndDmg
Aspiragillum
Aspiragillum23+4+12
BATTLE PROFILE

Unit Size: 1      Points: 140
Base size: 60 × 35mm
Can be reinforced: No
Regiment Options: 0-1 Ydrilan Riverblades, Any Vanari Auralan Wardens, Any HURAKAN

Your Hero Phase
7
TRANSPORTING VORTEX: The caster calls upon a magnanimous whirlwind to sweep up their allies and carry them to safety.

Declare: Pick a visible friendly LUMINETH REALM-LORDS unit wholly within 12" of this unit and not in combat to be the target, then make a casting roll of 2D6.

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

Your Movement Phase
WINDLEAP: Windmages often accompany Windchargers into battle, allowing the cavalry archers to perform soaring leaps right over the heads of their enemies.

Declare: Pick a friendly Hurakan Windchargers unit wholly within 12" of this unit to be the target.

Effect: Roll a dice. On a 3+, add 3" to the target’s Move characteristic for the rest of the turn and the target has FLY for the rest of the turn.

KEYWORDS
HERO, WIZARD (1), INFANTRY, FLY
ORDER, LUMINETH REALM‑LORDS, AELF, HURAKAN


LUMINETH REALM-LORDS WARSCROLL
Scinari Calligrave
6"
5
5+
2
For the Calligraves, the quill is truly mightier than the sword. By harnessing liquid light energy from their aetherquartz lanterns, these mages illustrate their enemies’ oncoming doom. Using enchanted floating canvases, the Calligraves paint runic symbols that are then magically rendered in far greater size upon the battlefield. Where these searing runes emerge, the aetheric power of light surges; nearby Lumineth are empowered, while rifts torn open to the Realm of Chaos may be sealed. The Calligrave discipline was pioneered by Il’yentai of Syar. It was she who devised the means of binding arcane energy into parchment for later deployment, and it was she who developed the tools of their trade: mystical brushes and daethar stilt-shoes that prevent stored spells from being accidentally earthed through contact with the realms. Successive generations then built upon her efforts, refining their sigil-conjuring techniques to the level of true artistry. When summoning an arcane construct, a Calligrave ensures that the incantation will not fail, having studied its runes thoroughly and extensively.
LUMINETH REALM-LORDS WARSCROLL
Scinari Calligrave
MELEE WEAPONS
AtkHitWndRndDmg
Calligrave Blade
Calligrave Blade33+4+12
BATTLE PROFILE

Unit Size: 1      Points: 160
Base size: 32mm
Can be reinforced: No

Once Per Turn (Army), Reaction: You declared a Summon SPELL ability for this unit
REALMSCRIBE: The Calligrave traces a rune whose vast, blazing parallel simultaneously appears on the battlefield, unleashing the spell bound to it.

Effect: Change the casting roll for that spell to a value of 8 that cannot be modified.

KEYWORDS
HERO, WIZARD (1), INFANTRY
ORDER, LUMINETH REALM‑LORDS, AELF, SCINARI


LUMINETH REALM-LORDS WARSCROLL
Scinari Cathallar
6"
5
6+
2
Amidst the brilliance of a Lumineth warhost, small spots of darkness can be seen. These are the Cathallars, Scinari mages who collect the drained realmstone prisms of their kin, each shard now filled with absorbed emotional turmoil. The Cathallars ritualistically immolate this psychological waste, safely disposing of it before it can lead to disaster as it did in the bleak era of the Ocari Dara. In battle, a Cathallar guides the resultant emotion-laced fog into the ranks of the enemy. What follows is an outpouring of horror as foes are overcome by the collective weight of the aelves’ discarded misery. Even the undead can be afflicted by this magically augmented negativity; with their foes immobilised by a sudden self-awareness as to their cursed half-existence, a Lumineth host is able to cut them down without resistance. Cathallars are lonesome figures who move as if in a detached trance. They keep their hands and feet bare at all times, allowing the negative psyche-magic that clings to them to dissipate into the earth. Cathallars rarely seek out the company of others, and fellow aelves are generally content with this – though they respect the burden these mages carry, few wish to confront their own darker aspects.
LUMINETH REALM-LORDS WARSCROLL
Scinari Cathallar
MELEE WEAPONS
AtkHitWndRndDmg
Despairing Touch
Despairing Touch33+4+-D3
BATTLE PROFILE

Unit Size: 1      Points: 100
Base size: 32mm
Can be reinforced: No

Your Hero Phase
DARKNESS OF THE SOUL: Scinari Cathallars wield the negative energy locked in aetherquartz as a weapon.

Declare: Pick an enemy unit within 12" of this unit to be the target.

Effect: Roll a dice. On a 3+, subtract D6 from the target’s control score for the rest of the turn.

Passive
ABSORB DESPAIR: Scinari Cathallars can assuage the dark despair that can afflict a Lumineth Realm-lord.

Effect: Ignore negative modifiers to the control scores of friendly LUMINETH REALM-LORDS units while they are wholly within 12" of this unit.

KEYWORDS
HERO, WIZARD (1), INFANTRY
ORDER, LUMINETH REALM‑LORDS, AELF, SCINARI


LUMINETH REALM-LORDS WARSCROLL
Scinari Enlightener
6"
5
5+
2
The Scinari are mages and philosophers, tending towards deep insights that unlock the secrets of reality. It is not unusual for a Scinari mage to live a life of solitude in order to better concentrate on their own mental and magical advancement. All too often, however, it is the shorter-lived races that require a more pointed education. It is the task of the Scinari Enlightener to show the arcane might of the Lumineth, teaching enemies their place with blistering displays of magical ability that turn the symmetry and symbolism of Hysh into a devastating weapon. An Enlightener usually seeks subtle means to turn the battle to their favour. Granting allies shields of magic, channelling energising spells through runes to share them with their compatriots or causing assailants to suffer a precise reflection of any harm they deal out are just some such magical weavings. Yet in the heart of every Enlightener is a hidden desire to manifest the full wrath of Hysh, and very occasionally, when they are within the blazing crucible of battle, they will do just that. At such times, they bring a fatal form of enlightenment to bear on the enemy, letting loose multiple spells at once to sear foes to ash.
LUMINETH REALM-LORDS WARSCROLL
Scinari Enlightener
RANGED WEAPONS
RngAtkHitWndRndDmg
Crescent Staff [Shoot in Combat]
Crescent Staff
Shoot in Combat
12"33+3+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Enlightener Blade
Enlightener Blade33+4+12
BATTLE PROFILE

Unit Size: 1      Points: 190
Base size: 32mm
Can be reinforced: No

Once Per Turn, Reaction: You declared the ‘Speed of Hysh’, ‘Overwhelming Heat’ or ‘Ethereal Blessings’ spell for this unit
RUNE OF ENTHLAI: The Enlightener draws on the duality of this rune’s power to conjure sorceries with doubled potency.

Effect: If that spell is successfully cast, roll a dice. On a 3+, after resolving the effect of that spell, this unit can immediately cast that spell a second time using the same casting roll. Do not count the second spell towards the number of SPELL abilities this unit can use this turn.

Your Hero Phase
6
ETHERAL BLESSINGS: By focusing their will and concentrating deeply, the caster makes an ally as insubstantial as the light of the moon.

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

Effect: Ignore all modifiers to save rolls for the target (positive and negative) until the start of your next turn.
KEYWORDSSPELL

KEYWORDS
HERO, WIZARD (2), INFANTRY
ORDER, LUMINETH REALM‑LORDS, AELF, SCINARI


LUMINETH REALM-LORDS WARSCROLL
Scinari Loreseeker
6"
5
4+
2
Loreseekers are Eclipsians, those vanishingly rare Lumineth souls who embody both the Tyrionic and Teclian halves of Hyshian civilisation. They are both warrior and wizard, as capable with the blade as they are magic. Loreseekers are itinerant agents, wandering the realms in search of magical learning and powerful artefacts that would be better served in Hyshian hands. Rather than joining a warhost, they will fight alongside their kin when circumstances align. On more than one occasion, their timely arrival just as battlelines meet has meant the difference between victory and defeat, as the travelling spell-swords reveal arcane troves or sources of natural magic below the battlefield. Yet as an eclipse briefly hides the light, the Loreseekers also have their darker aspects. They are often charged with obscuring as much as illuminating, sequestering away relics or knowledge that the Lumineth judge too dangerous for any besides themselves to possess. Should these items have already fallen into the grasp of others – including supposed allies – then a Loreseeker may turn to thieving or assassination in order to end the danger before it can manifest, though this is strictly a last resort. In the struggle to restore the realms, no sacrifice is too great.
LUMINETH REALM-LORDS WARSCROLL
Scinari Loreseeker
RANGED WEAPONS
RngAtkHitWndRndDmg
Eclipsian Staff [Shoot in Combat]
Eclipsian Staff
Shoot in Combat
12"33+3+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Loreseeker Blade [Crit (Mortal)]
Loreseeker Blade
Crit (Mortal)
53+4+12
BATTLE PROFILE

Unit Size: 1      Points: 150
Base size: 32mm
Can be reinforced: No

Deployment Phase
INDEPENDENT OPERATIVE: Loreseekers venture deep into unknown lands, searching for esoteric knowledge and artefacts that only the Lumineth can be entrusted with.

Effect: If this unit has not been deployed, set it up anywhere on the battlefield not in combat with any enemy units. This unit has now been deployed.

Designer’s Note: Enemy units that deploy after this unit can deploy in combat with it.
KEYWORDSDEPLOY

Passive
LONE AGENT: Scinari Loreseekers employ their skills as independent operatives to great effect on the battlefield.

Effect: Add 5 to this unit’s control score while it is more than 9" from all other friendly units.

KEYWORDS
HERO, WIZARD (1), INFANTRY
ORDER, LUMINETH REALM‑LORDS, AELF, SCINARI


LUMINETH REALM-LORDS WARSCROLL
The Light of Eltharion
6"
6
3+
2
Eltharion is an ancient hero of aelvenkind. In the final days of the World-that-Was, he was slain while doing great service to the martial god Tyrion. But his soul was strong, its remnants lingering an age in the darkness of the void. Teclis recalled his friend’s sacrifice and was determined to save him. He recreated the warrior’s legendary Fangsword and armour before creating a doppelgänger to house Eltharion’s soul, yet this form burnt to ash upon coming into contact with that most luminous essence. However, Teclis’s grief turned to wonder as he watched the empty armour pulse with an inner glow, stirring and lifting a blade in salute. Eltharion walked once more, now a being of purest light bound into his enchanted plate. Eltharion serves as the champion of the twin gods. He is a masterful duellist, striking and feinting in close combat as fluidly as the wind itself. Perhaps most crucially, his nature as a being of insubstantial light makes him almost impossible to destroy and allows him to venture into places so suffused with magic that they are lethal to mortalkind.
LUMINETH REALM-LORDS WARSCROLL
The Light of Eltharion
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)
42+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: 250
Base size: 50mm
Can be reinforced: No
Regiment Options: 0-1 Lumineth Paragon, Any LUMINETH REALM-LORDS

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
SPIRIT ARMOUR: Instead of protecting a body of flesh and blood, this armour houses the undying spirit of the mighty warrior Eltharion. Though animated by the Light of Eltharion, it is essentially hollow – even a penetrating thrust may simply pass through the glowing form within.

Effect: Ignore all modifiers to save rolls for this unit (positive and negative).

KEYWORDS
UNIQUE, HERO, INFANTRY, WARD (5+)
ORDER, LUMINETH REALM‑LORDS, AELF


LUMINETH REALM-LORDS WARSCROLL
Vanari Bannerblade
6"
5
3+
5
Amongst the Vanari hosts, only the most dependable may become a Bannerblade. They are expected to master a combat art known as Ollirathai or the Shield of Swords. With back foot planted and blade held in one hand, they fence enemies to a standstill, disarming and neutralising assailants while ensuring their precious relic does not dip. Woven from solarsilk and blessed by Scinari mages, the banners of the Lumineth are sacrosanct. They absorb the lambent energies of Hysh while allowing wind and rain to pass clean through, and despite their impressive stature, they are no heavier than a child’s kite. Emblazoned upon them are the mandala-runes of the aelven gods and aelementiri temples, emboldening the spirits of all nearby and allowing Lumineth souls greater clarity when strategising and defending. With all this in mind, to let such a banner fall would be an unforgivable offence. Should their banner be marred by the muck of a battlefield, there is only one recourse for the disgraced aelf: they must undertake a pilgrimage to the edge of Hysh, seeking redemption within its searing light. To this day, no such penitents have returned.
LUMINETH REALM-LORDS WARSCROLL
Vanari Bannerblade
MELEE WEAPONS
AtkHitWndRndDmg
Bannerblade’s Sword [Crit (Mortal)]
Bannerblade’s Sword
Crit (Mortal)
43+4+12
BATTLE PROFILE

Unit Size: 1      Points: 130
Base size: 40mm
Can be reinforced: No
Regiment Options: Any VANARI
Notes: This Hero can join an eligible regiment as a Lumineth Paragon.

Passive
WORLD BANNER: This mighty standard is adorned with symbols of great importance to the Lumineth.

Effect: Add 3 to the control scores of other friendly LUMINETH REALM-LORDS units while they are wholly within 18" of this unit.

KEYWORDS
HERO, INFANTRY
ORDER, LUMINETH REALM‑LORDS, AELF, VANARI

Monster Hero


LUMINETH REALM-LORDS WARSCROLL
Archmage Teclis
and Celennar, Spirit of Hysh
10"
16
5+
10
Searing beams of magic herald the descent of Teclis, the Mage God. With a flick of his hands, he summons waves of luminous sorcery, purging the souls of his foe in torrents of white flame or rewriting reality around him with the energies of Hyshian purity and reason. When Teclis truly focuses his will, even the greatest wizards cannot thwart him. Though relatively frail of body, Teclis’s magisterial arts can unravel all but the strongest arcana, and his trove of relics – from his elegant but potent blade to scrolls marked with symbols of his lost homeland – further supplement his deific might. Teclis is accompanied by a winged, leonine form lambent with innate power. This is Celennar, the spirit of Hysh’s true moon. During the darkest days of the Ocari Dara, when the Realm of Light was overrun by Slaanesh’s armies, Teclis ventured into the void to beseech Celennar’s aid. Long did the moon-spirit remain aloof, yet Teclis persevered. Some believe that the debate between the pair continued without rest for an entire month. To this day, when not leading the Lumineth warhosts, the Mage God and the lunasphinx deepen their bond through fervent discussions of philosophy and moral tenets.
LUMINETH REALM-LORDS WARSCROLL
Archmage Teclis
and Celennar, Spirit of Hysh
RANGED WEAPONS
RngAtkHitWndRndDmg
Lunar Staff
Lunar Staff12"12+2+2D6
MELEE WEAPONS
AtkHitWndRndDmg
Celennar’s Moonbright Talons [Companion]
Celennar’s Moonbright Talons
Companion
53+3+22
Sword of Teclis
Sword of Teclis23+3+2D3
BATTLE PROFILE

Unit Size: 1      Points: 590
Base size: 160mm
Can be reinforced: No
Regiment Options: 0-1 Lumineth Paragon, Any LUMINETH REALM-LORDS

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of Celennar’s Moonbright Talons is 3.

Passive
AURA OF CELENNAR: Celennar grants arcane knowledge to nearby allies.

Effect: Add 1 to casting rolls for other friendly LUMINETH REALM-LORDS WIZARDS while they are wholly within 12" of this unit.

Once Per Turn (Army), Any Combat Phase
SPIRIT OF THE MOON: Celennar has a disquieting presence that can leave the boldest of warriors quivering in their boots.

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

Effect: Roll a dice. On a 3+, the target cannot use commands for the rest of the turn.
KEYWORDSRAMPAGE

Passive
ARCHMAGE: Teclis’s powerful magic pours from him in cascades, calling forth or nullifying the most potent of spells.

Effect: Instead of making a casting roll for this unit, you can use a value of 10 for the roll that cannot be modified. In addition, instead of making an unbinding roll or banishment roll for this unit, you can use a value of 8 for the roll that cannot be modified.

Your Hero Phase
10
STORM OF SEARING WHITE LIGHT: Beams of light shoot out from Teclis’s forehead to bisect nearby foes.

Declare: Pick any number of different visible enemy units within 18" of this unit to be the targets, then make a casting roll of 2D6 (see the ‘Archmage’ ability).

Effect: Roll a D3 for each target. On a 2+, inflict an amount of mortal damage on the target equal to the roll.
KEYWORDSSPELL

KEYWORDS
WARMASTER, UNIQUE, HERO, MONSTER, WIZARD (4), FLY, WARD (5+)
ORDER, LUMINETH REALM‑LORDS, AELF


LUMINETH REALM-LORDS WARSCROLL
Avalenor
The Stoneheart King
6"
16
3+
5
Avalenor is the spirit of Hysh’s grandest mountain. Old beyond imagining, no aelf can recall who sculpted Avalenor’s war-form, for the Stoneheart King seems to have simply marched out of myth. He glows with radiant might, and his sacred Firestealer Hammers channel all the freezing wrath of Hysh’s highest peaks. Even those foes who keep their distance are not safe, for in extremis, Avalenor can summon great blasts of stony debris and crushing earth to hurl across entire battlefields. Avalenor’s wisdom is beyond measure, and no few Lumineth princes and sages owe their rise to his blessings. Yet Avalenor has suffered greatly over the centuries. During the war against Nagash, the Great Necromancer performed a ritual of demise upon Avalenor’s mountain-form, sending his war-construct flaking to nothing. Eventually, Avalenor returned, striding out of the mists and into the fray once more in an apparent miracle. But while Lumineth society rejoices, those closest to Avalenor grow more concerned, as he is prone to mutter in elder tongues or stare off vacantly into the horizon. Some whisper that scars of Nagash may still linger upon his soul.
LUMINETH REALM-LORDS WARSCROLL
Avalenor
The Stoneheart King
RANGED WEAPONS
RngAtkHitWndRndDmg
Geomantic Blast
Geomantic Blast12"13+2+2D6
MELEE WEAPONS
AtkHitWndRndDmg
Cloven Hooves
Cloven Hooves24+2+12
Firestealer Hammers
Firestealer Hammers63+2+24
BATTLE PROFILE

Unit Size: 1      Points: 410
Base size: 100mm
Can be reinforced: No
Regiment Options: Any Vanari Auralan Wardens, Any ALARITH

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Firestealer Hammers is 4.

Passive
STONEMAGE SYMBIOSIS: Stonemages are able to sustain a Spirit of the Mountain.

Effect: The ‘Battle Damaged’ ability has no effect on this unit while it is wholly within 12" of a friendly Alarith Stonemage.

Your Combat Phase
1
UNSHAKEABLE FAITH OF THE MOUNTAINS: A Spirit of the Mountain can inspire its aelven supplicants to fight all the harder in the name of Hysh.

Declare: Pick up to 3 different friendly ALARITH AELF units wholly within 12" of this unit to be the targets.

Effect: Add 1 to the Attacks characteristic of the targets’ melee weapons for the rest of the turn.

Once Per Turn (Army), Any Combat Phase
UNBREAKABLE BULWARK: Avalenor shelters his allies as he holds off waves of enemies, allowing the Lumineth to attack uninhibited.

Declare: If this unit did not charge this turn, pick an enemy unit in combat with it to be the target.

Effect: Roll a dice. On a 2+, subtract 1 from the Rend characteristic of the target’s melee weapons for the rest of the turn and add 1 to the Attacks characteristic of this unit’s melee weapons for the rest of the turn.
KEYWORDSRAMPAGE

KEYWORDS
WARMASTER, UNIQUE, HERO, MONSTER, WARD (6+), ALARITH
ORDER, LUMINETH REALM‑LORDS


LUMINETH REALM-LORDS WARSCROLL
Sevireth
Lord of the Seventh Wind
18"
10
4+
5
Legends speak of the seven regal winds of Hysh, air aelementors too powerful to ever be bound to another’s will. The Lumineth see the Seven Winds as entities to be respectfully appeased from a distance because of their unpredictable anger – and of these spirits, Sevireth, Lord of the Seventh Wind, is the most furious. Once, Sevireth was a spirit who blew freely across the Realm of Light, granting his wisdom to those Hyshians who meditated atop towering cliffs and elegant spires. Yet in the Age of Chaos, Sevireth was lured into a series of volcanic caverns by Slaaneshi cultists and sealed within, left to rage trapped and impotent. When the Lumineth at last freed him, the wind spirit was filled with a terrifying ire, his pride leading him on a rampage. Thankfully, Sevireth’s anger appears to be mostly directed against Hysh’s enemies. When the Lord of the Seventh Wind deigns to take to the field, he brings with him the flaying force of the sandstorm, capable of eroding cities and camps to nothing in hours. Even other winds fear to dare too close to Sevireth, and the trail of scoured bone he leaves in his wake tells that his fury is far from sated.
LUMINETH REALM-LORDS WARSCROLL
Sevireth
Lord of the Seventh Wind
RANGED WEAPONS
RngAtkHitWndRndDmg
Enathrai, the Howling Death [Shoot in Combat]
Enathrai, the Howling Death
Shoot in Combat
12"42+3+3D3+1
MELEE WEAPONS
AtkHitWndRndDmg
Swirling Shards
Swirling Shards62+4+11
BATTLE PROFILE

Unit Size: 1      Points: 350
Base size: 60mm
Can be reinforced: No
Regiment Options: Any Vanari Auralan Wardens, Any HURAKAN

Passive
THE LIVING GALE: The cyclonic currents surrounding Sevireth make it near impossible to target him from afar.

Effect: This unit cannot be targeted by shooting attacks made by enemy units that are more than 9" from this unit.

Once Per Turn (Army), Any Combat Phase
SEARING DESERT WINDS: Sevireth is the lord of burning-hot and parching desert winds. If Sevireth whirls around a foe for long enough, only desiccated corpses are left in his wake.

Declare: Pick up to 3 different enemy units in combat with this unit to be the targets.

Effect: Roll a D3 for each target. On a 2+, inflict an amount of mortal damage on the target equal to the roll and subtract 1 from wound rolls for the target’s attacks for the rest of the turn.
KEYWORDSRAMPAGE

Passive
SPIRIT OF THE WIND: A Spirit of the Wind and its disciples never remain in one place for long.

Effect: While friendly HURAKAN units are wholly within 12" of this unit, they can use SHOOT and/or CHARGE abilities even if they used a RUN or RETREAT ability in the same turn and no mortal damage is inflicted on them by RETREAT abilities.

KEYWORDS
WARMASTER, UNIQUE, HERO, MONSTER, FLY, WARD (5+)
ORDER, LUMINETH REALM‑LORDS, HURAKAN

Cavalry


LUMINETH REALM-LORDS WARSCROLL
Hurakan Windchargers
14"
3
4+
1
Windchargers are the warrior-monks of the Hurakan temple, archers of uncanny ability. ‘One arrow, one kill’ is their creed, and these aelves know full well that such an audacious boast can only be achieved through complete unity with their patron wind spirits. The arrows of the Hurakan are carried upon these living gales. They are able to slip around defences or through the narrowest gaps with unearthly precision, before suddenly accelerating to embed themselves in the vulnerable throats and eye sockets of stunned enemies. Even in close quarters, the Windchargers perform their deadly art, for their arrows have far less distance to travel and far less force to waste. To keep pace with the wind is no easy feat, and so the Windchargers seek the allegiance of treerunners, Hyshian beasts that revel in chasing the aetheric breeze. Such is their grace that they can dart through the upper boughs of the realm’s forests as if gravity holds no sway over them. When working as one, an aelf and treerunner can pass through even the most fearsome melees as a graceful blur, the rider loosing volley after volley in lethal close quarters before their mount darts away.
LUMINETH REALM-LORDS WARSCROLL
Hurakan Windchargers
RANGED WEAPONS
RngAtkHitWndRndDmg
Windcharger Bow [Shoot in Combat]
Windcharger Bow
Shoot in Combat
12"33+4+11
MELEE WEAPONS
AtkHitWndRndDmg
Treerunner’s Claws [Companion]
Treerunner’s Claws
Companion
25+3+-1
Windcharger Bow
Windcharger Bow13+4+-1
BATTLE PROFILE

Unit Size: 5      Points: 190
Base size: 60 × 35mm
Can be reinforced: Yes

Passive
WINDCHARGER ARROWS: Windcharger arrows are guided to their target by aelementor winds.

Effect: Ward rolls cannot be made for damage points inflicted by this unit’s shooting attacks.

KEYWORDS
CAVALRY, CHAMPION, STANDARD BEARER (1/5)
ORDER, LUMINETH REALM‑LORDS, AELF, HURAKAN


LUMINETH REALM-LORDS WARSCROLL
Vanari Dawnriders
14"
3
3+
1
Dawnriders are the vanguard of a Vanari warhost. The charge of one of their echelons is as a spear punching into the foe. Theirs is the task of carving open a battleline for the Lord Regents to exploit, and they draw upon aetherquartz to grant greater speed and power as their lances strike home. Dawnriders adhere to schools of mounted combat that emphasise the swift slice, riding in close formation so the power of their sunmetal lances is concentrated into a single scouring impact. Tales abound of Dawnriders trampling through hordes that outnumber them ten times over, the burning light magic that surrounds their charge scorching enemies to cinders. These cavalrymen forge incredibly close bonds with their steeds. The stallions ridden by the Dawnriders are thoroughbreds from the wide plains of Xintil, independent creatures possessed of greater intellect than their equine peers. They are not broken in conventionally; instead, they choose to stand alongside aelves they deem worthy, which ensures that both aelf and steed possess a keen instinct for the other’s intentions. They navigate together, the stallion charging fiercely into the fray while its Dawnrider wields lance and blade to clear the path forward.
LUMINETH REALM-LORDS WARSCROLL
Vanari Dawnriders
MELEE WEAPONS
AtkHitWndRndDmg
Stallions’ Dashing Hooves [Companion]
Stallions’ Dashing Hooves
Companion
25+3+-1
Dawnrider Lances and Blades [Crit (Mortal), Charge (+1 Damage)]
Dawnrider Lances and Blades
Crit (Mortal), Charge (+1 Damage)
23+4+11
BATTLE PROFILE

Unit Size: 5      Points: 230
Base size: 60 × 35mm
Can be reinforced: Yes

Any Charge Phase
DEATHLY FURROWS: Vanari Dawnriders scythe through enemy infantry, trampling over lesser foes and carving through the enemy ranks.

Declare: If this unit charged this phase, pick an enemy INFANTRY unit within 1" of it to be the target.

Effect: Roll a dice for each model in this unit. For each 3+, inflict 1 mortal damage on the target.

KEYWORDS
CAVALRY, CHAMPION, STANDARD BEARER (1/5)
ORDER, LUMINETH REALM‑LORDS, AELF, VANARI

Infantry


LUMINETH REALM-LORDS WARSCROLL
Alarith Stoneguard
4"
2
4+
1
The Stoneguard form the warrior-ranks of the Alarith temples. They are a rare breed, for few can earn the trust of one of Hysh’s ancient mountains. These nature spirits once held a bitter disdain for the aelves after being damaged in the Ocari Dara. To walk their valleys was to risk death by avalanche, landslide or exposure. Only decades of repentance soothed the mountains’ jaded souls and, in time, compelled them to grant the most worthy aelves wisdom and strength. To become a Stoneguard demands a singular will. Many are the tests an aspirant must endure, from fasting atop the highest peaks to running alongside roaring rockfalls. The climax of these trials is to be literally buried alive. If the aelf is judged to have heeded the mountains’ wisdom, they will find themselves able to breathe through tiny cracks in the rock and eventually rise as an Alarith. When the Stoneguard plant their feet and focus upon the teachings of their aelementor, the flesh of these warriors takes on the consistency of stone. Then the Alarith truly do become immovable objects, shrugging off even the most determined of blows. Hammers wrought from sedimentary rock and diamondcored mattocks are their favoured weapons.
LUMINETH REALM-LORDS WARSCROLL
Alarith Stoneguard
MELEE WEAPONS
AtkHitWndRndDmg
Stoneguard Hammers
Stoneguard Hammers23+3+12
BATTLE PROFILE

Unit Size: 5      Points: 130
Base size: 32mm
Can be reinforced: Yes

Passive
FORTITUDE OF THE EARTH: When the Stoneguard adopt an unyielding martial stance around a site of power, even the most ferocious assaults cannot break them.

Effect: This unit has WARD (5+) while all of its models are contesting an objective you control.

KEYWORDS
INFANTRY, CHAMPION, STANDARD BEARER (1/5), ALARITH
ORDER, LUMINETH REALM‑LORDS, AELF


LUMINETH REALM-LORDS WARSCROLL
Vanari Auralan Sentinels
6"
1
5+
1
The bow is regarded as a noble weapon in Lumineth culture. To send an arrow soaring into the sky, its tip glimmering with purest light before descending to deliver judgement upon the unworthy, speaks to the souls of the aelves – as does the ability to strike down foes before being sullied by their presence. It is the task of the Auralan Sentinels to ensure that grinding melee rarely becomes a necessity, and they train fastidiously to squeeze every iota of potential from their bows and arrows. Of course, being aelves, the Sentinels have sought to improve upon the classical design of the bow as far as possible. Their efforts have resulted in the triple‑stringed arcbow, a weapon whose unique capacity for curvature and pull grants it two different modes of function: arrows can either be sent arcing skyward over distances that seem unbelievable to less enlightened mortals or else fired in a straight shot and with enough force to pin several warriors together. Sentinels forge their arrow tips from precious sunmetal to better ensure each shot flies true and pierces its mark.
LUMINETH REALM-LORDS WARSCROLL
Vanari Auralan Sentinels
RANGED WEAPONS
RngAtkHitWndRndDmg
Auralan Bow [Crit (Auto-wound)]
Auralan Bow
Crit (Auto-wound)
18"23+4+11
MELEE WEAPONS
AtkHitWndRndDmg
Sentinel Blades
Sentinel Blades13+4+-1
BATTLE PROFILE

Unit Size: 10      Points: 150
Base size: 32mm
Can be reinforced: Yes

Your Shooting Phase
LOFTED SHOTS: To strike a distant target, these warriors point their bows to the sky before launching a volley up high.

Effect: For the rest of the turn, add 6" to the Range characteristic of this unit’s Auralan Bows but subtract 1 from hit rolls for this unit’s shooting attacks.

KEYWORDS
INFANTRY, CHAMPION
ORDER, LUMINETH REALM‑LORDS, AELF, VANARI


LUMINETH REALM-LORDS WARSCROLL
Vanari Auralan Wardens
6"
1
4+
1
The Auralan Wardens are the stoic heart of the Vanari warhosts. As the ground shakes from an oncoming charge, they muster a fearsome phalanx formation with typical aelven poise, shields braced and polearms ready. The moment the foe reaches them, the aelves thrust their pikes forward, splitting bodies open before wrenching their weapons free and lunging for the second enemy wave. Each aelf innately trusts those at their side, and when working in harmonious synchronicity, they can blunt the advance of all but the most terrible foes. The term Auralan translates to ‘luminous host’. It refers to those Lumineth infantrymen entrusted with weapons of sunmetal, a precious, magically conductive material that has been tempered in the burning light of Hysh until the realm’s brilliance becomes locked within it. The tips of the Wardens’ pikes are fashioned from this substance, allowing them to channel power from their aetherquartz brooches into said weapons. This energises their polearms and grants them the ability to melt enemy armour like wax.
LUMINETH REALM-LORDS WARSCROLL
Vanari Auralan Wardens
MELEE WEAPONS
AtkHitWndRndDmg
Warden Pikes and Blades [Crit (Mortal), Anti-charge (+1 Rend)]
Warden Pikes and Blades
Crit (Mortal), Anti-charge (+1 Rend)
23+4+-1
BATTLE PROFILE

Unit Size: 10      Points: 140
Base size: 32mm
Can be reinforced: Yes

Any Combat Phase
WALL OF BLADES: When Auralan Wardens stand shoulder to shoulder, they present a bristling wall of pikes to the foe.

Effect: If this unit did not charge this turn and is in combat with an enemy unit that charged this turn, roll a dice. Add 1 to the roll if that enemy unit is CAVALRY. On a 4+, this unit has STRIKE-FIRST for the rest of the turn.

KEYWORDS
INFANTRY, CHAMPION
ORDER, LUMINETH REALM‑LORDS, AELF, VANARI


LUMINETH REALM-LORDS WARSCROLL
Vanari Bladelords
6"
2
4+
1
Though they are meticulous adherents to the warrior creed of the Vanari, Bladelords most commonly serve as bodyguards to the Scinari mage-caste. This bond is displayed all over a Bladelord’s person, from the Scinari runes worked into their armour to their vanashimor back-banners. In battle, the Bladelords serve with quiet, unflinching pride, driving the enemy back with perfectly placed strikes that allow the Scinari to practise their arcane rites undisturbed. When surrounded by unending ranks of foes, they can change style effortlessly to instead land a flurry of blows that can slice through hordes with ease. In turn, the Scinari seek to further uplift the minds of their guardians. Bladelords are encouraged to see battle as a complex equation, where momentum, force and reaction must all be balanced in a split second. Successful calculation of these competing forces sees the Bladelords wield their lightweight greatswords and twin blades to lop off limbs and heads in whirling strikes, each clumsy blow from their adversaries accounted for and countered with the perfect riposte. The Bladelords frown upon boastfulness even more so than other Lumineth; as they see it, their only duty is to protect their wizardly charges. If they happen to inch closer towards achieving the most sublime warrior state imaginable, then so be it.
LUMINETH REALM-LORDS WARSCROLL
Vanari Bladelords
MELEE WEAPONS
AtkHitWndRndDmg
Sunmetal Blade: Flurry of Blows [Anti-INFANTRY (+1 Rend), Crit (Mortal)]
Sunmetal Blade: Flurry of Blows
Anti-INFANTRY (+1 Rend), Crit (Mortal)
33+4+11
Sunmetal Blade: Perfect Strike
Sunmetal Blade: Perfect Strike1
BATTLE PROFILE

Unit Size: 5      Points: 150
Base size: 32mm
Can be reinforced: Yes

Passive
SWORDSMASTERS: Vanari Bladelords adopt different fighting styles depending upon the nature of their opponents.

Effect: Each time this unit uses a FIGHT ability, you must pick either the Perfect Strike or Flurry of Blows weapon characteristics for all the attacks it makes with its Sunmetal Blades.

In addition, do not use the attack sequence for an attack made with Perfect Strike. Instead, roll a dice. On a 2+, inflict 1 mortal damage on the target.

Passive
GUARDIANS: Bladelords are tasked with protecting the Scinari from harm.

Effect: While any friendly SCINARI HEROES are wholly within this unit’s combat range, both this unit and those friendly units have WARD (5+).

KEYWORDS
INFANTRY, CHAMPION
ORDER, LUMINETH REALM‑LORDS, AELF, VANARI


LUMINETH REALM-LORDS WARSCROLL
Ydrilan Riverblades
7"
1
5+
1
Agile as a skimming stone and relentless as the driving current, the aelves of the Ydrilan temples serve the sacred aelementors of the realms’ rivers. They defend their blessed waterways with swift and merciless judgement, purifying tributaries befouled by corruption and slaying any who interfere. Those who seek to become one with the spirits of the riverlands must test themselves to their physical and mental limits, leaping into the churning rapids and attempting to weave their way past jagged stones and other obstacles as the current drags them along. As a result, these aelementiri warrior-mystics are distinguished – even amongst aelfkind – for the speed and agility of their movements. They embody in all things the restless motion of a free-flowing river. An Ydrilan warrior never retreats or hesitates but keeps surging forwards, their movements fluid and almost impossibly fast. Twisting and swaying aside at the last moment to avoid the enemy’s strikes, they respond with scything ripostes that open throats or pierce vital organs.
LUMINETH REALM-LORDS WARSCROLL
Ydrilan Riverblades
RANGED WEAPONS
RngAtkHitWndRndDmg
Ythara Darts [Shoot in Combat]
Ythara Darts
Shoot in Combat
10"23+4+-1
MELEE WEAPONS
AtkHitWndRndDmg
Ydrilan Blades [Anti-HERO (+1 Rend)]
Ydrilan Blades
Anti-HERO (+1 Rend)
33+4+11
BATTLE PROFILE

Unit Size: 10      Points: 160
MODELBASE SIZE
Pureflood Seneschal32mm
4 x Crestdancers32mm
5 x Stream-runners28.5mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

Any Combat Phase
RELENTLESS AS THE DRIVING CURRENT: An Ydrilan warrior keeps surging forwards, their movements fluid and almost impossibly fast as they embody the momentum of rushing water.

Effect: If this unit is in combat, it can move 2D6". It can pass through models in enemy units but must end that move in combat.

Your Movement Phase
TRAVEL THE WATERWAYS: The Ydrilan are able to navigate the realms’ waterways in order to travel as fast as the flow of the rapids.

Effect: Remove this unit from the battlefield and set it up again on the battlefield wholly within 6" of a battlefield edge and more than 9" from all enemy units.
KEYWORDSCORE

KEYWORDS
INFANTRY, CHAMPION (1/10)
ORDER, LUMINETH REALM‑LORDS, AELF, YDRILAN


LUMINETH REALM-LORDS WARSCROLL
Myari’s Purifiers
6"
3
5+
1
Myari Lightcaller has great experience in battling arcane curses, especially the Katophrane Curse that once emanated from the Mirrored City. With his deep wisdom and arcane prowess, few can withstand his might. The aelves who follow Myari each embody different warrior aspects of the Lumineth race. Bahannar is a stoic exemplar of the Alarith, Senaela is a keen-eyed shot, while the peerless Bladelord Ailenn is tireless in the defence of her Scinari charge.
LUMINETH REALM-LORDS WARSCROLL
Myari’s Purifiers
RANGED WEAPONS
RngAtkHitWndRndDmg
Auralan Bow [Crit (Auto-wound)]
Auralan Bow
Crit (Auto-wound)
18"23+4+11
MELEE WEAPONS
AtkHitWndRndDmg
Purifier Weapons
Purifier Weapons22+4+12
BATTLE PROFILE

Unit Size: 4      Points: 130
Base size: 32mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

Each model in this unit is armed with Purifier Weapons. The models in this unit are:

• Myari Lightcaller (champion)
• Bahannar
• Ailenn, the Mind’s Edge
• Senaela (also armed with an Auralan Bow)

Passive
MYARI LIGHTCALLER: With his deep wisdom and arcane prowess, few can withstand Myari’s might.

Effect: While this unit’s Myari Lightcaller is on the battlefield, it has WIZARD (1) and the SCINARI keyword.

Your Hero Phase
6
DAZZLING LIGHT: Myari conjures a ball of blinding light, forcing foes to avert their gaze.

Declare: Pick an objective that you do not control that is within 18" of and visible to this unit’s Myari Lightcaller, then make a casting roll of 2D6.

Effect: Until the start of your next turn, subtract 1 from hit rolls for attacks made by enemy units that are contesting that objective.
KEYWORDSSPELL

KEYWORDS
UNIQUE, INFANTRY, CHAMPION, ALARITH
ORDER, LUMINETH REALM‑LORDS, AELF, VANARI, SCINARI

Monster


LUMINETH REALM-LORDS WARSCROLL
Alarith Spirit of the Mountain
6"
14
3+
5
In times of direst crisis, the Alarith temples will call upon some of Hysh’s greatest defenders – the Spirits of the Mountain. These are the animus of the realm’s majestic peaks come forth, bound into war-forms carved from realmstone-laced rock and wielding huge, crushing hammers. To petition one to march to battle, the Lumineth must spend weeks appealing to these entities, for the mountains loathe rash decision-making. Once their course is set, however, these aelementors are unbreakable allies. Their wisdom is always sage, and their hammers can cave in the skull of a gargant with a single swing. In their presence, the power of the earth itself is awakened, unleashed through devastating shock waves. The war-forms of mountain spirits are themselves miniature ecosystems, their bodies garlanded by trees and their sunmetal armour cooled in the mountains’ own lakes and streams. Lesser animuses shelter in their mighty shadow. Their core, however, is their mask, which resembles the visage of an Ymetrican longhorn. Should the unthinkable happen and this mask be lost, then some part of the mountain’s soul may be lost with it. Still, Hysh’s peaks know that they must risk this grim fate to defend their earthly incarnations.
LUMINETH REALM-LORDS WARSCROLL
Alarith Spirit of the Mountain
RANGED WEAPONS
RngAtkHitWndRndDmg
Geomantic Blast
Geomantic Blast12"13+2+2D6
MELEE WEAPONS
AtkHitWndRndDmg
Cloven Hooves
Cloven Hooves24+2+12
Stoneheart Worldhammer
Stoneheart Worldhammer43+2+25
BATTLE PROFILE

Unit Size: 1      Points: 330
Base size: 100mm
Can be reinforced: No

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Stoneheart Worldhammer is 3.

Passive
STONEMAGE SYMBIOSIS: Stonemages are able to sustain a Spirit of the Mountain.

Effect: The ‘Battle Damaged’ ability has no effect on this unit while it is wholly within 12" of a friendly Alarith Stonemage.

Once Per Turn (Army), Any Combat Phase
STONEHEART SHOCKWAVE: When a Spirit of the Mountain smashes its worldhammer into the ground, it can direct the resulting shock wave at a nearby foe, hurling the enemy to its knees.

Declare: If this unit did not charge this turn, pick an enemy unit in combat with it to be the target.

Effect: Roll a dice. On a 4+, the target has STRIKE-LAST for the rest of the turn.
KEYWORDSRAMPAGE

KEYWORDS
MONSTER, WARD (6+), ALARITH
ORDER, LUMINETH REALM‑LORDS


LUMINETH REALM-LORDS WARSCROLL
Hurakan Spirit of the Wind
18"
8
4+
5
The winds of Hysh are mercurial, empowered by the natural magic of Hysh. The strongest possess their own mighty animus and can be coaxed to fight in the form of a Hurakan aelementor. Their power is focused through sacred masks wrought in the image of the horned fox, a semi-mythical Hyshian beast renowned for its cunning and swiftness. Such fits the Spirits of the Wind well, for they bring their unpredictable nature even to war. Hurakan wind spirits are flighty and easily distracted. They revel in their ability to travel where they wish at speed, howling with laughter as they cross great distances in the laggardly blink of a mortal eye. They cannot abide becoming bogged down at close quarters, instead wielding colossal longbows that fire spear-length shafts towards their adversaries. Each bolt is capable of punching through a rank of enemies or spearing the brain of a rampaging gargant, and the wind spirits display vindictive glee when competing to see what kills they can make with a singular shot. Should an enemy dare too close, a Spirit of the Wind will embody the aspect of the tornado to buffet them with waves of gale-force power.
LUMINETH REALM-LORDS WARSCROLL
Hurakan Spirit of the Wind
RANGED WEAPONS
RngAtkHitWndRndDmg
Bow of the Wind’s Vengeance [Shoot in Combat, Anti-MONSTER (+1 Rend)]
Bow of the Wind’s Vengeance
Shoot in Combat, Anti-MONSTER (+1 Rend)
12"42+3+2D3
MELEE WEAPONS
AtkHitWndRndDmg
Swirling Shards
Swirling Shards62+4+11
BATTLE PROFILE

Unit Size: 1      Points: 250
Base size: 60mm
Can be reinforced: No

Passive
HUNTERS OF MAJESTIC BEASTS: With vindictive glee, wind spirits race across the battlefield in pursuit of mighty behemoths, seeking to lay them low with a well-placed shot.

Effect: The Damage characteristic of this unit’s Bow of the Wind’s Vengeance is 3 for attacks that target MONSTERS.

Passive
SPIRIT OF THE WIND: A Spirit of the Wind never remains in one place for long.

Effect: While friendly HURAKAN units are wholly within 12" of this unit, they can use SHOOT and/or CHARGE abilities even if they used a RUN or RETREAT ability in the same turn and no mortal damage is inflicted on them by RETREAT abilities.

Once Per Turn (Army), Any Combat Phase
LIVING CYCLONE: As a Spirit of the Wind moves across the battlefield, enemies are picked up and tossed about, buffeted into each other with crushing force.

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

Effect: Roll a D3. On a 2+, inflict an amount of mortal damage on the target equal to the roll, then this unit can move 6", but it must end that move in combat.
KEYWORDSRAMPAGE

KEYWORDS
MONSTER, FLY, WARD (5+)
ORDER, LUMINETH REALM‑LORDS, HURAKAN

War Machine


LUMINETH REALM-LORDS WARSCROLL
Vanari Starshard Ballista
6"
5
5+
2
Starshard Ballistas embody the core tenets of the Vanari: accuracy, flexibility and the ability to unleash blistering punishment. Each is crewed by a pair of keen-eyed artillerists, who will often share some bond that enables them to work naturally in tandem. Lovers or siblings are common choices, while in the Teclian nation of Iliatha, some machines are crewed by a pair of magically created doppelgängers. This focus upon unity extends to the ammunition of a Starshard Ballista, for the ingenious devices fire twin projectiles at once, and there is more to them than meets the eye. Concealed within the heads of these bolts are reservoirs of aetherquartz-infused water that, when agitated by a sudden ceasing of momentum, spark in a blinding flash, serving to debilitate an enemy regiment at a critical moment. Should the artillerists want the Starshard Ballista to target enemies even further afield, they make use of bonded scryhawks, elegant avian denizens of Hysh’s mountains. These birds work in unison with their masters to signal the position of the foe.
LUMINETH REALM-LORDS WARSCROLL
Vanari Starshard Ballista
RANGED WEAPONS
RngAtkHitWndRndDmg
Starshard Bolts [Crit (2 Hits), Anti-MONSTER (+1 Rend)]
Starshard Bolts
Crit (2 Hits), Anti-MONSTER (+1 Rend)
24"32+3+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Crew’s Arming Swords [Companion]
Crew’s Arming Swords
Companion
23+4+-1
BATTLE PROFILE

Unit Size: 1      Points: 110
Base size: 80mm
Can be reinforced: No

Your Shooting Phase
SCRYHAWKS: Scryhawks circle high above, working in unison with their Lumineth allies to coordinate firepower against distant targets.

Effect: For the rest of the turn, add 6" to the Range characteristic of this unit’s Starshard Bolts while it is wholly within 12" of any friendly Vanari Auralan Sentinels units.

Once Per Battle, Your Shooting Phase
BLINDING BOLTS: A Starshard Ballista can be loaded with specialised bolts that explode with blinding light when they strike a target.

Effect: If all of this unit’s shooting attacks this turn target the same enemy unit, subtract 1 from hit rolls for the target’s attacks for the rest of the turn.

KEYWORDS
WAR MACHINE
ORDER, LUMINETH REALM‑LORDS, VANARI

Faction Terrain


LUMINETH REALM-LORDS WARSCROLL
Shrine Luminor
-
12
3+
-
A Shrine Luminor is built upon a realmstone-rich metalith, a floating island in miniature leaden with geomantic energies. Through this elegant structure, a Lumineth mage can channel this elemental power to purify corrupted land as well as bolster their own arcane potential. Shrines Luminor are instrumental to the Lumineth’s efforts in purging Chaos from the Mortal Realms, and the aelves will follow without question the commands of those who guard them. A Shrine Luminor cleanses corruption from the lines of geomantic power that criss-cross the Mortal Realms. They travel alongside armies marching out of Hysh, directed by the aelves to the most broken of lands in need of healing. The Lumineth know how best to harness the free-floating metaliths that dot the Mortal Realms. Not for the Lumineth are the crude methods of humanity, who attach chains to the islands and drag them along. Instead, aelven mages will commune with the metalith upon which the Shrine Luminor sits, sharing their desires and emotions with the stone spirit within. In this way, the metaliths are capable of receiving commands to hover alongside marching armies, the sanctified energies of the shrine purifying the path ahead.
LUMINETH REALM-LORDS WARSCROLL
Shrine Luminor
The following universal terrain abilities apply to this terrain feature (Terrain, 1.2):

Cover, Impassable

Passive
SHRINE GUARDIAN: Protected from attacks, the Shrine Guardian can move the metalith with but a fleeting thought.

Effect: While this terrain feature has a Shrine Guardian:
  • This terrain feature has a Move characteristic of 6" and can use MOVE abilities as if it were a unit.
  • The Shrine Guardian cannot use MOVE abilities and remains on this terrain feature each time it moves.
  • Instead of measuring range or visibility to the Shrine Guardian, measure to this terrain feature instead.
  • All attacks that would target the Shrine Guardian target this terrain feature instead.
  • If this terrain feature is destroyed, before removing it from the battlefield, inflict D3 mortal damage on the Shrine Guardian. Then, set up the Shrine Guardian on the battlefield wholly within 3" of this terrain feature and not in combat. That unit is no longer a Shrine Guardian. If it is not possible to set up the Shrine Guardian, it is slain.

Your Hero Phase
ENTER THE SHRINE: Worthy Lumineth take up position within a Shrine Luminor to help to cleanse the realms.

Declare: If this terrain feature does not have a Shrine Guardian, pick a friendly LUMINETH REALM‐LORDS INFANTRY HERO within 3" of it and not in combat to be the target.

Effect: Place the target on this terrain feature. The target is now a Shrine Guardian (see ‘Shrine Guardian’).

Your Hero Phase
EXIT THE SHRINE: The Guardian floats down to the battlefield to rejoin the fray.

Effect: If this terrain feature has a Shrine Guardian that was not placed on it this turn, set up the Shrine Guardian on the battlefield wholly within 6" of this terrain feature and not in combat. That unit is no longer a Shrine Guardian.

Once Per Turn, Reaction: You declared a SPELL ability for a unit wholly within 12" of this terrain feature
CLEANSING RITUALS: These shrines are instrumental to the Lumineth’s efforts in purging Chaos from the Mortal Realms.

Effect: While this terrain feature has a Shrine Guardian, you can re-roll the casting roll for that spell.

KEYWORDS
FACTION TERRAIN, FLY
ORDER, LUMINETH REALM‑LORDS

Endless Spell


LUMINETH REALM-LORDS WARSCROLL
Hyshian Twinstones
-
5
4+
7+
In moments of peril, Hyshian Twinstones can be conjured from the heart of the Realm of Light and to the battlefield. Here they act as reservoirs of magic, for as one stone is drained of power, the other replenishes, forming a perfect aetheric feedback loop. Those mages who master the summoning of Hyshian Twinstones are considered to have achieved true spiritual balance. The stones represent the Lumineth’s tendency towards duality – the twin gods Teclis and Tyrion, the sun and the moon, and the martial and magic creeds that dictate the Lumineth war-castes are just a few examples of this. To conjure these crystals in perfect equilibrium, distributing energy evenly between them, is considered to be one of the purest embodiments of this harmonious concept. It also demonstrates a deep bond between the aelven mage and their native realm. Many Scinari strive to learn this spell as soon as they are able, for it is just as much proof of their own enlightenment as it is a vital weapon of war.
LUMINETH REALM-LORDS WARSCROLL
Hyshian Twinstones
Passive
RESERVOIR OF POWER: The Twinstones glow brighter with each spell cast, forming a reservoir from which the Lumineth can draw greater power.

Effect: Add 1 to casting rolls for friendly LUMINETH REALM-LORDS units while they are wholly within 6" of this MANIFESTATION.

KEYWORDS
MANIFESTATION, ENDLESS SPELL, WARD (6+)
ORDER, LUMINETH REALM‑LORDS


LUMINETH REALM-LORDS WARSCROLL
Rune of Petrification
-
6
4+
7+
By drawing on the steadfast will and determination of the patient mountains, a Lumineth mage can summon the Rune of Petrification, ripping it from the crust of the realm underfoot. Those who dare too close to this arcane glyph find their flesh slowly transmuting to unfeeling rock until they are eventually cursed to become inert statues for all time – monuments to their own folly in opposing the Lumineth Realm‑lords. Though some Lumineth mages will eventually dedicate themselves to a single aelementiri temple, choosing to master a specific elemental aspect of Hysh’s sacred lands, all aelves must first come to understand the bloody history of each part of the realm in order to better atone for their ancient wrongdoings. Mages in training are expected to spend time amongst the different aelementiri temples before settling on their own path. It is at the Alarith mountain temples that these spellcasters learn to summon the Rune of Petrification, most feared of all the Lumineth’s enduring spells, thereby allowing them to call upon the steadfast rune in their hour of direst need.
LUMINETH REALM-LORDS WARSCROLL
Rune of Petrification
Any Hero Phase
TURN TO STONE: Any foes who remain too close to this hovering sigil will find their flesh hardening and turning into stone until they are nothing more than lifelike statues.

Declare: Pick each enemy unit within 6" of this MANIFESTATION to be the targets.

Effect: Roll a D3 for each target. On a 2+, inflict an amount of mortal damage on the target equal to the roll. If a target has 3 mortal damage inflicted on it by this ability, it has STRIKE-LAST for the rest of the turn.

KEYWORDS
MANIFESTATION, ENDLESS SPELL, WARD (6+)
ORDER, LUMINETH REALM‑LORDS


LUMINETH REALM-LORDS WARSCROLL
Sanctum of Amyntok
-
-
7+
Upon battlefields thick with airborne spells and artillery fire, a Lumineth mage may call upon the Sanctum of Amyntok to shield them from harm. The ground splits to form a ritual circle around the mage, and the life force of the realm springs forth. The focal point of a Sanctum of Amyntok is the rune Yngra, symbolising both rescue and imprisonment – a fitting icon, given that its summoner is surrounded by a barrier of light energy. Protected thus, arrows and magical bolts dissipate harmlessly upon contact with the sanctum. The rune hovering above shines with pure Hyshian magic, limiting visibility by blinding those who target the mage beneath it. The beams that compose this portable sanctum are drawn from the outer reaches of Haixiah, the magic-saturated rim territory of Hysh, allowing it to burn away even the most vicious of incantations. However, such is the sanctum’s strength that a mage is ill-advised to summon it when surrounded by allies. The Sanctum of Amyntok is often deployed by aelven casters in their most desperate hour, when they are exposed to enemy fire with no reinforcements to help them.
LUMINETH REALM-LORDS WARSCROLL
Sanctum of Amyntok
Passive
SIGIL OF YNGRA: The sanctum turns baleful spells and attacks into flashes of blinding light.

Effect: While the unit that was picked to be the target of the ‘Summon Sanctum of Amyntok’ ability is inside the ring formed by this MANIFESTATION:
  • That unit has WARD (4+).
  • If that unit is a WIZARD, add 1 to that unit’s power level.
  • Instead of measuring range or visibility to that unit, measure to this MANIFESTATION instead.
  • This MANIFESTATION cannot be picked to be the target of abilities other than BANISH abilities.
  • If that unit uses a MOVE ability, makes a pile-in move or is removed from the battlefield, this MANIFESTATION is removed from play.

KEYWORDS
MANIFESTATION, ENDLESS SPELL
ORDER, LUMINETH REALM‑LORDS

Regiment of Renown


REGIMENT OF RENOWN
Bundo Whalebiter
Kraken-eater Mega-Gargants are irascible old souls who have seen it all. They find just as much satisfaction in watching the sun rise while seated atop their favourite rock as they do in destroying a village, and they crave the relief that only the sea can provide – as well as the bounty that washes up on its shores. Bundo Whalebiter is a legend along Ghur’s Coast of Tusks. He is that rarest of things, a gargant known for both brain and brawn, and has been ever since an encounter with ocean-dwelling aelves near the Icefangs. While pursuing the aelves – for the sight of their sea creatures flying about out of the water irritated him to no end – Bundo was distracted by a Fangmora Eel to which a glowing lantern had been attached. The gargant throttled the creature and took the trinket, hanging it from his ear as a fetching accoutrement. The aetherquartz in the lantern worked its magics upon Bundo, heightening his intellect such that he can now converse with shocking clarity for a gargant. As a result, Bundo has won many mercenary contracts by arguing the value in having colossal aid to call upon.
REGIMENT OF RENOWN
Bundo Whalebiter

BATTLE PROFILE

Points: 450

Once Per Turn (Army), Any Combat Phase
DEAD CUNNING, FOR A GARGANT: The aelven artefact hanging from Bundo’s ear has increased his intellect, giving him brains as well as brawn. He can be uncannily patient, knowing just where and when to strike to cause maximum havoc. Some say his hoard even contains strange papery things called ‘books’…

Effect: For the rest of the turn, add 1 to the Attacks characteristic of this unit’s weapons.

Then, roll a dice. On a 4+, this unit has STRIKE-LAST for the rest of the turn.
KEYWORDSRAMPAGE

Passive
TIMBERRRRR!: A dying gargant is a weapon of ruin in its own right, though it is anyone’s guess where their body will fall.

Effect: When the MEGA-GARGANT in this regiment of renown is slain, before removing it from play, the players must roll off. The winner picks a point on the battlefield within 3" of that model. Inflict D3 mortal damage on each unit (friendly and enemy) within 3" of that point that has a lower Health characteristic than that model.


REGIMENT OF RENOWN
Elthwin’s Thorns
The soulpod grove in which Elthwin’s lamentiri was incubated was ransacked by ghouls and touched by maddening energies. Over time, the spirit-song that naturally envelops her fellow Sylvaneth has become torturously faint to Elthwin, and it is only the Arch-Revenant’s strength of will that has staved off insanity.
REGIMENT OF RENOWN
Elthwin’s Thorns
INCLUSION

This Regiment of Renown can be included in armies from the following factions:
ORGANISATION
  • 1 Gossamid Archers
  • 1 Arch-Revenant

BATTLE PROFILE

Points: 260

Your Shooting Phase
GOSSAMID CHAMPION: Elthwin directs her Gossamid kin to let fly volleys of suppressing shots.

Declare: Pick the Arch-Revenant in this Regiment of Renown to use this ability, the pick a visible enemy unit within 12" of them to be the target.

Effect: Until the start of your next turn, subtract X from charge rolls for the target, where X is the number of damage points allocated to the target this phase by shooting attacks made by the Gossamid Archers unit in the Regiment of Renown, to a maximum of 6.

Once Per Turn (Army), Your Shooting Phase
FLIGHT OF THE ZEPHYRSPITES: In their effort to reach Alarielle’s court and be healed, Elthwin’s Thorns are carried by swift and loyal Zephyrspites.

Effect: If both units in this Regiment of Renown are within each other’s combat range and neither unit is in combat, roll a dice. On a 3+, remove both units from the battlefield, then set them up again within each other’s combat range, wholly within 3" of a terrain feature and more than 9" from all enemy units.


REGIMENT OF RENOWN
The Blacktalons
From scions of the Dark Gods to marauding orruk warlords, threats to Sigmar’s people lurk in every corner of the realms. It is Neave Blacktalon, the God-King’s foremost assassin, who must put down these fell champions. Neave travels upon winds of magic during battle to unleash storms of never-ending axe blows. With her come the Blacktalons, tightly knit companions and warriors of deadly renown all.
REGIMENT OF RENOWN
The Blacktalons

Once Per Battle (Army), Any Combat Phase
JUSTICE WILL BE SERVED: When her appointed target is within her grasp, Neave fights with the overwhelming fury of an Azyrite storm.

Declare: Pick the Neave Blacktalon in this Regiment of Renown to be the target if it is in combat with an enemy HERO.

Effect: The target can use 2 FIGHT abilities this phase. Each time it does so, if it is in combat with an enemy HERO, all of its attacks must target an enemy HERO. In addition, after the first FIGHT ability is used, the target has STRIKE-LAST for the rest of the turn.


REGIMENT OF RENOWN
The Horizon Seekers
One of the most famed Vanguard formations is that of Lord-Aquilor Tyran Veld, a grizzled veteran who has fought campaigns in every realm save Azyr. Known as the Horizon Seekers, his retinue are often seconded to Sigmar's allies, serving as scouts and putting their hard-earned knowledge of the realms' hinterlands to good effect as they harry enemies and seize control of vital objectives.
REGIMENT OF RENOWN
The Horizon Seekers
INCLUSION

This Regiment of Renown can be included in armies from the following factions:

BATTLE PROFILE

Points: 500

Passive
HUNTER’S COHESION: The Horizon Seekers have long roamed the wilderness together, operating in well-honed unison to run circles around the foe.

Effect: Each time this Regiment of Renown’s Lord-Aquilor uses its ’Ride the Winds Aetheric’ ability, you can pick all units in this Regiment of Renown that are not in combat to be the targets.

In addition, add 1 to hit rolls for attacks made by this Regiment of Renown’s Lord-Aquilor and VANGUARD-PALLADORS units that target a HUNTED enemy unit.

Designer’s Note: See the ’Astral Compass’ ability on the Vanguard-Hunters warscroll to see how an enemy unit can become Hunted.


REGIMENT OF RENOWN
Valnir’s Stormwing
One of the brightest stars of the Hammers of Sigmar, Knight-Draconis Aldus Valnir is an expert drake-rider known for his death-defying bravery. Lending his lance to Sigmar's allies in the fight against darkness, he is accompanied in battle by his loyal bodyguard Ortana. The two have developed a formidable synergy, timing their aerial charges to deliver a devastating one-two punch to the enemy.
REGIMENT OF RENOWN
Valnir’s Stormwing

BATTLE PROFILE

Points: 400

Once Per Battle (Army), Your Hero Phase
HOUR OF RETRIBUTION: Aldus Valnir and Ortana dive down from the clouds into the midst of the reelingfoe, using the shock of their sudden assault to inflict maximum damage.

Effect: For the rest of the turn:
  • Add 1 to wound rolls for attacks made by units in this Regiment of Renown.
  • Add 1 to save rolls for units in this Regiment of Renown.


REGIMENT OF RENOWN
Fjori’s Flamebearers
The duardin of Fjori’s Flamebearers are the last survivors of many magmaholds that once stood in the Adamantine Chain, now overrun by troggoths and Skaven. Fjori has galvanised them to search for new purpose – and like true sons of Grimnir they will take on any challenge, no matter how monstrous.
REGIMENT OF RENOWN
Fjori’s Flamebearers
INCLUSION

This Regiment of Renown can be included in armies from the following factions:
ORGANISATION
  • 1 Grimhold Exile
  • 1 Auric Hearthguard unit with 5 models
  • 1 Hearthguard Berzerkers with Flamestrike Poleaxes unit with 5 models
  • 1 Vulkite Berzerkers with Fyresteel Weapons unit with 10 models

BATTLE PROFILE

Points: 500

Passive
TOE TO TOE: The duardin who follow Fjori into battle do not back down from any foe, no matter the size.

Effect: Subtract 10 from the control scores of enemy MONSTERS while they are in combat with any units in this Regiment of Renown.

Passive
GRIMNIR’S DEFIANCE: For these vengeful Fyreslayers, the bigger the enemy, the better.

Effect: Units in this Regiment of Renown cannot be picked to be the target of RAMPAGE abilities used by enemy units.
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.
Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.
Companion
Unless otherwise specified, this weapon is not affected by friendly abilities that affect weapon characteristics or the attack sequence, except for those that apply negative modifiers to it (e.g. ‘Covering Fire’).
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).
Crit (Mortal)
If an attack made with this weapon scores a critical hit, that attack inflicts mortal damage on the target unit equal to the Damage characteristic of that weapon and the attack sequence ends.
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 (such as named characters) may say that they can be added to the regiment of another HERO.
This HERO can join an eligible regiment as a Lumineth Paragon.

Infantry Hero

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

Reaction: You declared an ATTACK ability
1
ALL-OUT ATTACK: The warriors fight with a frenzied vigour.

Used By: The unit using that ATTACK ability.

Effect: Add 1 to hit rolls for attacks made as part of that ATTACK ability. This also affects weapons that have the Companion weapon ability.
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.
7.0 Manifestations
There are two types of manifestation: endless spells, which can be summoned by WIZARDS, and invocations, which can be summoned by PRIESTS. Each manifestation has its own warscroll, and the spell or prayer that allows that manifestation to be summoned will be found in the appropriate manifestation lore. No more than 1 friendly WIZARD or PRIEST can attempt to summon the same manifestation per turn, and a friendly WIZARD or PRIEST cannot attempt to summon a friendly manifestation that was removed from play in the same turn. Manifestations are not considered to be units, with the following exceptions:
  • They are treated as if they were units for the purposes of movement, combat range, being in combat and setting up other units. Units can finish a charge move within 1/2" of an enemy manifestation as if it were a unit.
  • If they have any melee or ranged weapons, they can use the ‘Fight’ and ‘ShootCORE abilities as if they were units.
  • If they have a Move characteristic greater than 0" (‘-’), they can use CORE MOVE abilities as if they were units.
  • They can be picked as targets of enemy abilities as if they were units. They are not affected by enemy abilities that do not involve picking targets.
  • Damage points can be inflicted on them as if they were units and they can be destroyed.
  • Manifestations that have a Move characteristic of 0" (‘-’) cannot move. For the purposes of movement, combat range, being in combat and setting up other units, they are only treated as if they were units in the combat phase. Units can finish a charge move within 1/2" of an enemy manifestation that has a Move characteristic of 0" (‘-’) instead of within 1/2" of an enemy unit.
  • Models can move through manifestations but cannot end a move on them.
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

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).
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.

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

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.
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

The ALARITH and AELF keywords are used in the following Lumineth Realm-lords warscrolls:

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

Save Roll
The commander of the target unit rolls a dice, subtracting the attacking weapon’s Rend characteristic from the roll. Unmodified save rolls of 1 always fail. If the roll equals or exceeds the Save characteristic of the target unit, the attack fails and the attack sequence ends. If not, it is a successful attack: move on to the next step.
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.
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.
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).

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

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.

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

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.
15.4 Flying
Units with the FLY keyword have the following passive ability:

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.


When moving flying units, move them horizontally in any direction, ignoring intervening models and terrain, and place them where you wish, so long as they are allowed to end their move on that spot. Note that some units have the FLY keyword even if that unit can’t really fly. This often represents units that bounce, bound or skitter across the battlefield so adeptly that they might as well be flying!

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

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

32.2 Objective Control
At the start of the first battle round 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.
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.
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.
Unbind
Reaction: Opponent declared a SPELL ability
UNBIND: The wizard saps the energy from an enemy’s spell, nullifying its effects.

Used By: A friendly WIZARD within 30" of the enemy WIZARD casting the spell.

Effect: Make an unbinding roll of 2D6. If the roll exceeds the casting roll tor the spell, then the spell is unbound and its effect is not resolved. This reaction cannot be used more than once per casting roll.
KEYWORDSUNBIND

Banish Manifestation
Your Hero Phase
BANISH MANIFESTATION: The wizard or priest disrupts the arcane forces sustaining a manifestation, wiping it from existence.

Declare: Pick a friendly WIZARD or PRIEST to use this ability, pick a manifestation within 30" of them to be the target, then make a banishment roll of 2D6. Add 1 to the banishment roll for each additional enemy manifestation on the battlefield after the first.

Effect: If the banishment roll equals or exceeds the banishment value listed on the manifestation’s warscroll, it is banished and removed from play. You cannot pick the same manifestation as the target of this ability more than once per turn.
KEYWORDSBANISH

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

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

5.0 Abilities
The vast majority of things that units can do in Warhammer Age of Sigmar are called abilities. This is an example of an ability:


1
Timing
2
Name and description
3
Declare instructions
4
Effect
5
Keywords

Ability icons give you an idea what kind of effect the ability has at a glance.

Movement Ability
Offensive Ability
Defensive Ability
Shooting Ability
Rallying Ability
Special Ability
Control Ability
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.

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

3.0 Standard Bearers
Units with the STANDARD BEARER keyword have one or more standard bearer models. The number after the STANDARD BEARER keyword indicates the proportion of models in that unit that can be standard bearers. Units with the STANDARD BEARER keyword have the following passive ability:

Passive
STANDARD BEARER: The unit’s standard provides a rallying point in the chaos of battle.

Effect: While this unit contains any standard bearers, add 1 to this unit’s control score.

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

32.1 Contesting Objectives
Unless otherwise specified, if an objective is within a model’s combat range, that model is contesting that objective. If any models in a unit are contesting an objective, that unit is contesting that objective.

Each unit can only count as contesting a single objective for the purposes of determining objective control (see 32.2). Before determining objective control, for each of their units contesting two or more objectives, the active player must pick one of those objectives for it to contest. Then, their opponent does the same.

Designer’s Note: For purposes other than determining objective control, a unit can contest more than one objective.
15.3 Pile-in Moves
Some abilities, such as FIGHT abilities, allow a unit to make a short move called a pile-in move to get into a better position for combat. To do so:

If your unit is in combat: Pick an enemy unit your unit is in combat with to be the target of the pile-in move. Each model in your unit can move up to 3". That move can pass through the combat ranges of any enemy units, but each model must end that move no further from the target unit. At the end of the move, your unit must still be in combat with all units that it was in combat with at the start of the move.

If your unit is not in combat: Each model in your unit can move 3" in any direction. That move can pass through and end within the combat ranges of any enemy units.

  • Pile in: move up to 3".
  • If in combat, the unit must end the move closer, or at least as close, to the target enemy unit.
19.0 Strike-first and Strike-last
If there are any STRIKE-FIRST units in combat at the start of the phase, other units cannot be picked to use a FIGHT ability until those units have been picked to use a FIGHT ability. After all those STRIKE-FIRST units have fought, the active player picks the next unit to fight.

If there are any STRIKE-LAST units in combat, they cannot be picked to use a FIGHT ability if there are any units in combat that do not have STRIKE-LAST and have not yet used a FIGHT ability.

If a unit has STRIKE-FIRST and STRIKE-LAST, treat it as if it had neither.

There may be situations when a unit that has STRIKE-FIRST is not in combat at the start of the phase, but because of moves such as pile-in moves, it is ‘pulled into combat’ later in the phase. In such cases, STRIKE-FIRST has no effect on that unit because it was not in combat at the start of the phase.

Abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST or STRIKE-LAST constraints, so you could not pick a unit with STRIKE-LAST to fight immediately after a unit with STRIKE-FIRST.
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.

The SCINARI and HERO keywords are 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.
32.0 Objectives
Many battleplans award victory points for controlling objectives, which are represented by objective markers. Unless otherwise specified, objective markers are round and 40mm wide. Models can move over and end their moves on objective markers. If an objective marker is on the border between territories, it is within all those territories but wholly within none of them. Objective markers don’t block visibility.
Cover
Subtract 1 from hit rolls for attacks that target a unit that is behind or wholly on this terrain feature, unless that unit charged this turn or has the FLY keyword.
Impassable
Models cannot move across, be set up on or end moves on any part of this terrain feature.

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

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

Endless Spell

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

Endless Spell

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

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
3.5 Regiments of Renown
In addition to creating your own regiments, you can also spend points to include 1 Regiment of Renown. Regiments of Renown are pre-built regiments, each with their own special abilities. The rules for each Regiment of Renown will specify which factions can include it. A unit in a Regiment of Renown cannot be your general even if it is a WARMASTER.

  • You cannot include more than 1 Regiment of Renown in your army unless otherwise specified in the notes column of that regiment’s battle profile.
  • Units in a Regiment of Renown cannot use (but can be picked as the target of, if otherwise eligible) any faction rules from the faction they are allied into, including enhancements and lores, unless they have a keyword that matches that faction’s name.
  • If an ability allows you to set up a replacement unit (Core Rules, 24.2) for a unit in a Regiment of Renown, that unit also counts as being part of that Regiment of Renown.
Roll-off
If you are instructed to roll off, each player should roll a dice. Whichever player has a higher roll wins the roll-off. If the result is a tie, each player should roll off again until there is a clear winner, unless otherwise specified.

The VANGUARD-PALLADORS keyword is used in the following Stormcast Eternals warscrolls:

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