Contents Cavalry Hero Infantry Hero Monster Hero Cavalry Infantry War Machine Faction Terrain Regiment of Renown | ||
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. | ||
RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
Daemonbane [Anti-DAEMON (+1 Rend)] | ||||||||
Daemonbane Anti-DAEMON (+1 Rend) | 12" | 1 | 2+ | 2+ | 2 | D3 | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Daemonbane [Anti-DAEMON (+1 Rend), Charge (+1 Damage)] | ||||||||
Daemonbane Anti-DAEMON (+1 Rend), Charge (+1 Damage) | 2 | 2+ | 3+ | 1 | 2 | |||
Farael’s Horns and Claws [Companion] | ||||||||
Farael’s Horns and Claws Companion | 4 | 5+ | 3+ | - | 1 | |||
Lyrior’s Sword [Crit (Mortal)] | ||||||||
Lyrior’s Sword Crit (Mortal) | 4 | 2+ | 3+ | 1 | 2 |
Reaction: Passive |
Your Hero Phase | 7 |
KEYWORDS | SPELL |
KEYWORDS | UNIQUE, HERO, WIZARD (1), CAVALRY |
ORDER, LUMINETH REALM‑LORDS, AELF, VANARI |
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. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Lightcourser’s Horns and Claws [Companion] | |||||||
Lightcourser’s Horns and Claws Companion | 3 | 5+ | 3+ | - | 1 | ||
Regent’s Sword [Crit (Mortal)] | |||||||
Regent’s Sword Crit (Mortal) | 5 | 3+ | 4+ | 1 | 2 |
Once Per Battle, Your Hero Phase |
Once Per Battle, Your Charge Phase |
KEYWORDS | HERO, WIZARD (1), CAVALRY |
ORDER, LUMINETH REALM‑LORDS, AELF, VANARI |
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. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Staff of the High Peaks | |||||||
Staff of the High Peaks | 3 | 3+ | 4+ | 1 | D3 |
Any Combat Phase |
Your Hero Phase | 7 |
KEYWORDS | SPELL |
KEYWORDS | HERO, WIZARD (1), INFANTRY, ALARITH |
ORDER, LUMINETH REALM‑LORDS, AELF |
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. | ||
RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
Blazing Sunbolt [Crit (Auto-wound)] | ||||||||
Blazing Sunbolt Crit (Auto-wound) | 12" | 3 | 2+ | 3+ | 2 | D3 | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Dianaer | ||||||||
Dianaer | 2 | 3+ | 4+ | 1 | D3 | |||
Altairi | ||||||||
Altairi | 5 | 2+ | 3+ | 1 | 2 |
Your Hero Phase |
Your Hero Phase | 8 |
KEYWORDS | SPELL |
End of Any Turn |
KEYWORDS | UNIQUE, HERO, WIZARD (1), INFANTRY, WARD (5+) |
ORDER, LUMINETH REALM‑LORDS, AELF, SCINARI, VANARI |
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. | ||
RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
Windblast Vortex [Shoot in Combat] | ||||||||
Windblast Vortex Shoot in Combat | 10" | 1 | 2+ | 3+ | 2 | D3 | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Aspiragillum | ||||||||
Aspiragillum | 2 | 3+ | 4+ | 1 | 2 |
Your Hero Phase | 7 |
KEYWORDS | SPELL |
Your Movement Phase |
KEYWORDS | HERO, WIZARD (1), INFANTRY, FLY |
ORDER, LUMINETH REALM‑LORDS, AELF, HURAKAN |
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. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Calligrave Blade | |||||||
Calligrave Blade | 3 | 3+ | 4+ | 1 | 2 |
Once Per Turn (Army), Reaction: You declared a Summon SPELL ability for this unit |
KEYWORDS | HERO, WIZARD (1), INFANTRY |
ORDER, LUMINETH REALM‑LORDS, AELF, SCINARI |
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. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Despairing Touch | |||||||
Despairing Touch | 3 | 3+ | 4+ | - | D3 |
Your Hero Phase |
Passive |
KEYWORDS | HERO, WIZARD (1), INFANTRY |
ORDER, LUMINETH REALM‑LORDS, AELF, SCINARI |
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. | ||
RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
Crescent Staff [Shoot in Combat] | ||||||||
Crescent Staff Shoot in Combat | 12" | 3 | 3+ | 3+ | 1 | D3 | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Enlightener Blade | ||||||||
Enlightener Blade | 3 | 3+ | 4+ | 1 | 2 |
Once Per Turn, Reaction: You declared the ‘Speed of Hysh’, ‘Overwhelming Heat’ or ‘Ethereal Blessings’ spell for this unit |
Your Hero Phase | 6 |
KEYWORDS | SPELL |
KEYWORDS | HERO, WIZARD (2), INFANTRY |
ORDER, LUMINETH REALM‑LORDS, AELF, SCINARI |
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. | ||
RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
Eclipsian Staff [Shoot in Combat] | ||||||||
Eclipsian Staff Shoot in Combat | 12" | 3 | 3+ | 3+ | 1 | D3 | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Loreseeker Blade [Crit (Mortal)] | ||||||||
Loreseeker Blade Crit (Mortal) | 5 | 3+ | 4+ | 1 | 2 |
Deployment Phase |
KEYWORDS | DEPLOY |
Passive |
KEYWORDS | HERO, WIZARD (1), INFANTRY |
ORDER, LUMINETH REALM‑LORDS, AELF, SCINARI |
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. | ||
RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
Searing Darts of Light | ||||||||
Searing Darts of Light | 12" | 3 | 2+ | 3+ | 2 | D3 | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Fangsword of Eltharion [Crit (2 Hits)] | ||||||||
Fangsword of Eltharion Crit (2 Hits) | 4 | 2+ | 3+ | 3 | 3 | |||
Celennari Blade [Anti-HERO (+1 Rend), Anti-MONSTER (+1 Rend)] | ||||||||
Celennari Blade Anti-HERO (+1 Rend), Anti-MONSTER (+1 Rend) | 2 | 2+ | 3+ | 1 | 3 |
Passive |
Passive |
KEYWORDS | UNIQUE, HERO, INFANTRY, WARD (5+) |
ORDER, LUMINETH REALM‑LORDS, AELF |
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. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Bannerblade’s Sword [Crit (Mortal)] | |||||||
Bannerblade’s Sword Crit (Mortal) | 4 | 3+ | 4+ | 1 | 2 |
Passive |
KEYWORDS | HERO, INFANTRY |
ORDER, LUMINETH REALM‑LORDS, AELF, VANARI |
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. | ||
RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
Lunar Staff | ||||||||
Lunar Staff | 12" | 1 | 2+ | 2+ | 2 | D6 | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Celennar’s Moonbright Talons [Companion] | ||||||||
Celennar’s Moonbright Talons Companion | 5 | 3+ | 3+ | 2 | 2 | |||
Sword of Teclis | ||||||||
Sword of Teclis | 2 | 3+ | 3+ | 2 | D3 |
Passive |
Passive |
Once Per Turn (Army), Any Combat Phase |
KEYWORDS | RAMPAGE |
Passive |
Your Hero Phase | 10 |
KEYWORDS | SPELL |
KEYWORDS | WARMASTER, UNIQUE, HERO, MONSTER, WIZARD (4), FLY, WARD (5+) |
ORDER, LUMINETH REALM‑LORDS, AELF |
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. | ||
RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
Geomantic Blast | ||||||||
Geomantic Blast | 12" | 1 | 3+ | 2+ | 2 | D6 | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Cloven Hooves | ||||||||
Cloven Hooves | 2 | 4+ | 2+ | 1 | 2 | |||
Firestealer Hammers | ||||||||
Firestealer Hammers | 6 | 3+ | 2+ | 2 | 4 |
Passive |
Passive |
Your Combat Phase | 1 |
Once Per Turn (Army), Any Combat Phase |
KEYWORDS | RAMPAGE |
KEYWORDS | WARMASTER, UNIQUE, HERO, MONSTER, WARD (6+), ALARITH |
ORDER, LUMINETH REALM‑LORDS |
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. | ||
RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
Enathrai, the Howling Death [Shoot in Combat] | ||||||||
Enathrai, the Howling Death Shoot in Combat | 12" | 4 | 2+ | 3+ | 3 | D3+1 | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Swirling Shards | ||||||||
Swirling Shards | 6 | 2+ | 4+ | 1 | 1 |
Passive |
Once Per Turn (Army), Any Combat Phase |
KEYWORDS | RAMPAGE |
Passive |
KEYWORDS | WARMASTER, UNIQUE, HERO, MONSTER, FLY, WARD (5+) |
ORDER, LUMINETH REALM‑LORDS, HURAKAN |
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. | ||
RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
Windcharger Bow [Shoot in Combat] | ||||||||
Windcharger Bow Shoot in Combat | 12" | 3 | 3+ | 4+ | 1 | 1 | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Treerunner’s Claws [Companion] | ||||||||
Treerunner’s Claws Companion | 2 | 5+ | 3+ | - | 1 | |||
Windcharger Bow | ||||||||
Windcharger Bow | 1 | 3+ | 4+ | - | 1 |
KEYWORDS | CAVALRY, CHAMPION, STANDARD BEARER (1/5) |
ORDER, LUMINETH REALM‑LORDS, AELF, HURAKAN |
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. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Stallions’ Dashing Hooves [Companion] | |||||||
Stallions’ Dashing Hooves Companion | 2 | 5+ | 3+ | - | 1 | ||
Dawnrider Lances and Blades [Crit (Mortal), Charge (+1 Damage)] | |||||||
Dawnrider Lances and Blades Crit (Mortal), Charge (+1 Damage) | 2 | 3+ | 4+ | 1 | 1 |
Any Charge Phase |
KEYWORDS | CAVALRY, CHAMPION, STANDARD BEARER (1/5) |
ORDER, LUMINETH REALM‑LORDS, AELF, VANARI |
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. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Stoneguard Hammers | |||||||
Stoneguard Hammers | 2 | 3+ | 3+ | 1 | 2 |
Passive |
KEYWORDS | INFANTRY, CHAMPION, STANDARD BEARER (1/5), ALARITH |
ORDER, LUMINETH REALM‑LORDS, AELF |
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. | ||
RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
Auralan Bow [Crit (Auto-wound)] | ||||||||
Auralan Bow Crit (Auto-wound) | 18" | 2 | 3+ | 4+ | 1 | 1 | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Sentinel Blades | ||||||||
Sentinel Blades | 1 | 3+ | 4+ | - | 1 |
Your Shooting Phase |
KEYWORDS | INFANTRY, CHAMPION |
ORDER, LUMINETH REALM‑LORDS, AELF, VANARI |
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. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Warden Pikes and Blades [Crit (Mortal), Anti-charge (+1 Rend)] | |||||||
Warden Pikes and Blades Crit (Mortal), Anti-charge (+1 Rend) | 2 | 3+ | 4+ | - | 1 |
Any Combat Phase |
KEYWORDS | INFANTRY, CHAMPION |
ORDER, LUMINETH REALM‑LORDS, AELF, VANARI |
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. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Sunmetal Blade: Flurry of Blows [Anti-INFANTRY (+1 Rend), Crit (Mortal)] | |||||||
Sunmetal Blade: Flurry of Blows Anti-INFANTRY (+1 Rend), Crit (Mortal) | 3 | 3+ | 4+ | 1 | 1 | ||
Sunmetal Blade: Perfect Strike | |||||||
Sunmetal Blade: Perfect Strike | 1 | ✹ | ✹ | ✹ | ✹ |
Passive |
Passive |
KEYWORDS | INFANTRY, CHAMPION |
ORDER, LUMINETH REALM‑LORDS, AELF, VANARI |
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. | ||
RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
Ythara Darts [Shoot in Combat] | ||||||||
Ythara Darts Shoot in Combat | 10" | 2 | 3+ | 4+ | - | 1 | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Ydrilan Blades [Anti-HERO (+1 Rend)] | ||||||||
Ydrilan Blades Anti-HERO (+1 Rend) | 3 | 3+ | 4+ | 1 | 1 |
MODEL | BASE SIZE |
Pureflood Seneschal | 32mm |
4 x Crestdancers | 32mm |
5 x Stream-runners | 28.5mm |
Any Combat Phase |
Your Movement Phase |
KEYWORDS | CORE |
KEYWORDS | INFANTRY, CHAMPION (1/10) |
ORDER, LUMINETH REALM‑LORDS, AELF, YDRILAN |
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. | ||
RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
Auralan Bow [Crit (Auto-wound)] | ||||||||
Auralan Bow Crit (Auto-wound) | 18" | 2 | 3+ | 4+ | 1 | 1 | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Purifier Weapons | ||||||||
Purifier Weapons | 2 | 2+ | 4+ | 1 | 2 |
Passive |
Your Hero Phase | 6 |
KEYWORDS | SPELL |
KEYWORDS | UNIQUE, INFANTRY, CHAMPION, ALARITH |
ORDER, LUMINETH REALM‑LORDS, AELF, VANARI, SCINARI |
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. | ||
RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
Geomantic Blast | ||||||||
Geomantic Blast | 12" | 1 | 3+ | 2+ | 2 | D6 | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Cloven Hooves | ||||||||
Cloven Hooves | 2 | 4+ | 2+ | 1 | 2 | |||
Stoneheart Worldhammer | ||||||||
Stoneheart Worldhammer | 4 | 3+ | 2+ | 2 | 5 |
Passive |
Passive |
Once Per Turn (Army), Any Combat Phase |
KEYWORDS | RAMPAGE |
KEYWORDS | MONSTER, WARD (6+), ALARITH |
ORDER, LUMINETH REALM‑LORDS |
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. | ||
RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
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" | 4 | 2+ | 3+ | 2 | D3 | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Swirling Shards | ||||||||
Swirling Shards | 6 | 2+ | 4+ | 1 | 1 |
Passive |
Passive |
Once Per Turn (Army), Any Combat Phase |
KEYWORDS | RAMPAGE |
KEYWORDS | MONSTER, FLY, WARD (5+) |
ORDER, LUMINETH REALM‑LORDS, HURAKAN |
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. | ||
RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
Starshard Bolts [Crit (2 Hits), Anti-MONSTER (+1 Rend)] | ||||||||
Starshard Bolts Crit (2 Hits), Anti-MONSTER (+1 Rend) | 24" | 3 | 2+ | 3+ | 1 | D3 | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Crew’s Arming Swords [Companion] | ||||||||
Crew’s Arming Swords Companion | 2 | 3+ | 4+ | - | 1 |
Your Shooting Phase |
Once Per Battle, Your Shooting Phase |
KEYWORDS | WAR MACHINE |
ORDER, LUMINETH REALM‑LORDS, VANARI |
- 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. | ||
Passive |
Your Hero Phase |
Your Hero Phase |
Once Per Turn, Reaction: You declared a SPELL ability for a unit wholly within 12" of this terrain feature |
KEYWORDS | FACTION TERRAIN, FLY |
ORDER, LUMINETH REALM‑LORDS |
- 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. | ||
Passive |
KEYWORDS | MANIFESTATION, ENDLESS SPELL, WARD (6+) |
ORDER, LUMINETH REALM‑LORDS |
- 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. | ||
Any Hero Phase |
KEYWORDS | MANIFESTATION, ENDLESS SPELL, WARD (6+) |
ORDER, LUMINETH REALM‑LORDS |
- - 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. | ||
Passive |
KEYWORDS | MANIFESTATION, ENDLESS SPELL |
ORDER, LUMINETH REALM‑LORDS |
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. | ||
INCLUSION This Regiment of Renown can be included in armies from the following factions: ORGANISATION | ||
Once Per Turn (Army), Any Combat Phase |
KEYWORDS | RAMPAGE |
Passive |
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. | ||
INCLUSION This Regiment of Renown can be included in armies from the following factions: ORGANISATION
| ||
Your Shooting Phase |
Once Per Turn (Army), Your Shooting Phase |
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. | ||
INCLUSION This Regiment of Renown can be included in armies from the following factions: | ||
Once Per Battle (Army), Any Combat Phase |
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. | ||
INCLUSION This Regiment of Renown can be included in armies from the following factions: | ||
Passive |
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. | ||
INCLUSION This Regiment of Renown can be included in armies from the following factions: | ||
Once Per Battle (Army), Your Hero Phase |
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. | ||
INCLUSION This Regiment of Renown can be included in armies from the following factions: ORGANISATION
| ||
Passive |
Passive |
Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities). | ||
The ALARITH keyword is used in the following Lumineth Realm-lords warscrolls:
The VANARI keyword is used in the following Lumineth Realm-lords warscrolls:
Reaction: You declared an ATTACK ability | 1 |
| ||
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. | ||
Passive |
Your Hero Phase | 6 |
KEYWORDS | SPELL |
The UNIQUE keyword is used in the following Lumineth Realm-lords warscrolls:
The HERO keyword is used in the following Lumineth Realm-lords warscrolls:
The WIZARD keyword is used in the following Lumineth Realm-lords warscrolls:
The CAVALRY keyword is used in the following Lumineth Realm-lords warscrolls:
The ORDER keyword is used in the following Lumineth Realm-lords warscrolls:
The LUMINETH REALM‑LORDS keyword is used in the following Lumineth Realm-lords warscrolls:
The AELF keyword is used in the following Lumineth Realm-lords warscrolls:
The VANARI keyword is used in the following Lumineth Realm-lords warscrolls:
| ||
Your Charge Phase |
KEYWORDS | CORE, MOVE, CHARGE |
The ALARITH and AELF keywords are used in the following Lumineth Realm-lords warscrolls:
The INFANTRY keyword is used in the following Lumineth Realm-lords warscrolls:
The ALARITH keyword is used in the following Lumineth Realm-lords warscrolls:
The WARD keyword is used in the following Lumineth Realm-lords warscrolls:
The SCINARI keyword is used in the following Lumineth Realm-lords warscrolls:
The HURAKAN keyword is used in the following Lumineth Realm-lords warscrolls:
Passive |
Passive |
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:
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. | ||
The LUMINETH REALM‑LORDS and INFANTRY keywords are used in the following Lumineth Realm-lords warscrolls:
Reaction: Opponent declared a SPELL ability |
KEYWORDS | UNBIND |
Your Hero Phase |
KEYWORDS | BANISH |
The WARMASTER keyword is used in the following Lumineth Realm-lords warscrolls:
The MONSTER keyword is used in the following Lumineth Realm-lords warscrolls:
Your Charge Phase |
KEYWORDS | CORE, MOVE, CHARGE |
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 | ||
Passive |
The CHAMPION keyword is used in the following Lumineth Realm-lords warscrolls:
Passive |
The STANDARD BEARER keyword is used in the following Lumineth Realm-lords warscrolls:
| ||
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. | ||
| ||
The SCINARI and HERO keywords are used in the following Lumineth Realm-lords warscrolls:
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:
The ENDLESS SPELL keyword is used in the following Lumineth Realm-lords warscrolls:
The LUMINETH REALM‑LORDS and WIZARD keywords are used in the following Lumineth Realm-lords warscrolls:
The LUMINETH REALM‑LORDS, HERO and INFANTRY keywords are used in the following Lumineth Realm-lords warscrolls:
Your Hero Phase | 4 |
KEYWORDS | SUMMON, SPELL |
The VANGUARD-PALLADORS keyword is used in the following Stormcast Eternals warscrolls: