Contents Infantry Hero Monster Hero Cavalry Infantry War Machine Faction Terrain Regiment of Renown | ||
14" 7 3+ 2 A storied hero of Ymetrica, Lyrior Uthralle commands with the confidence and skill of a born champion. Though deeply scarred by a past tragedy, he is determined to defend his beloved realm, and countless foes have met their demise upon the tip of his fabled lance, Daemonbane. | ||
| 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 | ||
| Lyrior’s Sword [Charge (+1 Damage), Crit (Mortal)] | |||||||
| Lyrior’s Sword Charge (+1 Damage), Crit (Mortal) | 5 | 2+ | 3+ | 1 | 2 | ||
| Farael’s Horns and Claws [Companion] | |||||||
| Farael’s Horns and Claws Companion | 4 | 4+ | 3+ | 1 | 1 | ||
Passive |
Your Hero Phase | 5 |
| KEYWORDS | SPELL |
KEYWORDS | UNIQUE, HERO, WIZARD (1), CAVALRY |
| ORDER, LUMINETH REALM‑LORDS, AELF, VANARI |
14" 7 3+ 2 Mounted upon swift lightcoursers, Lord Regents are representatives of Tyrion himself. In battle, they glow with the power of the refined aetherquartz worked into their wargear, bolstering those around them through word and deed alike. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Regent’s Sword [Crit (Mortal)] | |||||||
| Regent’s Sword Crit (Mortal) | 5 | 3+ | 4+ | 1 | 2 | ||
| Lightcourser’s Horns and Claws [Companion] | |||||||
| Lightcourser’s Horns and Claws Companion | 3 | 4+ | 3+ | 1 | 1 | ||
Passive |
Once Per Battle, Your Hero Phase |
KEYWORDS | HERO, CAVALRY |
| ORDER, LUMINETH REALM‑LORDS, AELF, VANARI |
6" 5 4+ 2 Alarith Stonemages are experts in the magic of rock and earth, for they have become one with their mountain masters. In battle, they hurl boulders, turn their flesh to impervious stone and even control gravity itself to annihilate their foes. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Staff of the High Peaks | |||||||
| Staff of the High Peaks | 3 | 3+ | 4+ | 1 | D3 | ||
Once Per Turn (Army), Any Combat Phase |
Your Hero Phase | 7 |
| KEYWORDS | SPELL |
KEYWORDS | HERO, WIZARD (1), INFANTRY, ALARITH |
| ORDER, LUMINETH REALM‑LORDS, AELF |
6" 10 4+ 4 5+ Though the young prodigies Ellania and Ellathor may lack experience, they make up for it in raw excellence. These twins have proved themselves champions of the aelven race on multiple occasions, and wielding the gifts of their godly patrons, they are a true force to be reckoned with. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Blazing Sunbolt [Crit (Auto-wound)] | ||||||||
| Blazing Sunbolt Crit (Auto-wound) | 12" | 3 | 3+ | 3+ | 1 | D3 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
| Altairi | ||||||||
| Altairi | 5 | 2+ | 3+ | 1 | 2 | |||
| Dianaer | ||||||||
| Dianaer | 2 | 3+ | 4+ | 1 | D3 | |||
Your Hero Phase |
End of Any Turn |
Your Hero Phase | 8 |
| KEYWORDS | SPELL |
KEYWORDS | UNIQUE, HERO, WIZARD (1), INFANTRY, WARD (5+) |
| ORDER, LUMINETH REALM‑LORDS, AELF, SCINARI, VANARI |
12" 5 5+ 2 True allies of the Hyshian winds, a Hurakan Windmage travels everywhere upon a loyal zephyr- spirit companion. From here, they encourage their aelementors to follow their aelven disciples and unleash the gale-force wrath of the air against their enemies. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Windblast Vortex [Shoot in Combat] | ||||||||
| Windblast Vortex Shoot in Combat | 12" | 1 | 2+ | 3+ | 2 | D3 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
| Aspiragillum | ||||||||
| Aspiragillum | 3 | 3+ | 4+ | 1 | D3 | |||
Once Per Battle (Army), Your Movement Phase |
Your Hero Phase | 7 |
| KEYWORDS | SPELL |
KEYWORDS | HERO, WIZARD (1), INFANTRY, FLY |
| ORDER, LUMINETH REALM‑LORDS, AELF, HURAKAN |
6" 5 5+ 2 With the stroke of a brush, a Scinari Calligrave can alter reality. The runes they paint upon their enchanted parchments sympathetically appear the battlefield, unleashing the power of the elements. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Calligrave Blade | |||||||
| Calligrave Blade | 3 | 3+ | 4+ | 1 | 2 | ||
Once Per Battle (Army), Reaction: You declared the ‘Depict Rune’ ability |
KEYWORDS | HERO, WIZARD (1), INFANTRY |
| ORDER, LUMINETH REALM‑LORDS, AELF, SCINARI |
6" 5 6+ 2 It is the noble duty of a Scinari Cathallar to take the spiritual anguish that emanates from their kin and redirect it against their enemies. They are the lone point of darkness in the brilliance of a Lumineth host, capable of wielding despair itself as a weapon. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Despairing Touch | |||||||
| Despairing Touch | 3 | 3+ | 4+ | - | D3 | ||
Once Per Turn (Army), Your Hero Phase |
KEYWORDS | HERO, WIZARD (1), INFANTRY |
| ORDER, LUMINETH REALM‑LORDS, AELF, SCINARI |
6" 5 5+ 2 Scinari Enlighteners are amongst the pre-eminent battlemages of Lumineth society. They are experts in conjuring blinding light, searing beams and abjurations of banishment, and they use powerful runes to redouble the effects of their spellcraft. | ||
| 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 (Army), Reaction: You declared an UNLIMITED SPELL ability for this unit |
Your Hero Phase | 7 |
| KEYWORDS | SPELL, UNLIMITED |
KEYWORDS | HERO, WIZARD (2), INFANTRY |
| ORDER, LUMINETH REALM‑LORDS, AELF, SCINARI |
6" 5 4+ 2 Scinari Loreseekers are Eclipsians, souls with the potential to achieve true harmony between their Teclian and Tyrionic aspects. These warsages find great power in this, and they scour the realms for esoteric knowledge and artefacts that only the Lumineth can be entrusted with. | ||
| 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 | |||
Once Per Battle (Army), Deployment Phase |
Once Per Battle (Army), Your Movement Phase |
KEYWORDS | HERO, WIZARD (1), INFANTRY |
| ORDER, LUMINETH REALM‑LORDS, AELF, SCINARI |
6" 7 3+ 2 4+ A legendary ancestor of the Lumineth race, the Light of Eltharion is a puissant warrior who has become one with the energies of Hysh. To face him is to face the power of light itself made manifest, and few have survived an encounter with his grim, enchanted blades. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Searing Darts of Light [Shoot in Combat] | ||||||||
| Searing Darts of Light Shoot in Combat | 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) | 5 | 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 |
Any Combat Phase |
KEYWORDS | UNIQUE, HERO, INFANTRY, WARD (4+) |
| ORDER, LUMINETH REALM‑LORDS, AELF |
6" 5 4+ 5 Only the most stoic Vanari warriors will be entrusted to bear one of the sacred banners of Hysh. In battle, they form a locus of surety for the Lumineth phalanxes, channelling the power of their priceless World Banners to inspire their allies. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Bannerblade’s Sword [Crit (Mortal)] | |||||||
| Bannerblade’s Sword Crit (Mortal) | 5 | 3+ | 4+ | 1 | 2 | ||
Passive |
KEYWORDS | HERO, INFANTRY |
| ORDER, LUMINETH REALM‑LORDS, AELF, VANARI |
6" 5 4+ 2 Amidst the ranks of the Lumineth infantry, Vanari Lord Regents on foot are a powerful and inspiring presence. Under their astute leadership, Auralan Wardens adopt near-inviolable shieldwalls to impede the enemy, blunting their assault in readiness for a swift counter-attack. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Regent’s Sword [Crit (Mortal)] | |||||||
| Regent’s Sword Crit (Mortal) | 5 | 3+ | 4+ | 1 | 2 | ||
Passive |
Once Per Turn (Army), Any Combat Phase |
KEYWORDS | HERO, INFANTRY |
| ORDER, LUMINETH REALM‑LORDS, AELF, VANARI |
6" 6 3+ 2 4+ The spiritual remnant of an ancient aelven hero, the Light of Eltharion inspires watching Lumineth with his perfect swordwork as he carves a path through the enemy hordes. No longer bound to physical realities, this radiant warrior has been sighted in Ghyran, warring against the forces of ruin. Fuelled by the realm’s vibrant magic, he fights on even when cut down, reborn in a blinding corona of light. | ||
| 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) | 5 | 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 |
Reaction: Passive |
KEYWORDS | UNIQUE, HERO, INFANTRY, WARD (4+) |
| ORDER, LUMINETH REALM‑LORDS, AELF |
6" 5 3+ 5 Bannerblades are the most resolute and unyielding champions of the Vanari, chosen to wield the sacred banners of Hysh. These gleaming pennants are imbued with the radiant glory of the Light Realm, and even the thick canopies of Ghyran cannot mask their glow. Their presence is enough to rally a Lumineth host, whose warriors will risk body and soul to keep the artefact out of enemy hands. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Bannerblade’s Sword [Crit (Mortal)] | |||||||
| Bannerblade’s Sword Crit (Mortal) | 5 | 3+ | 4+ | 1 | 2 | ||
Passive |
KEYWORDS | HERO, INFANTRY |
| ORDER, LUMINETH REALM‑LORDS, AELF, VANARI |
10" 16 4+ 10 5+ One of the most powerful sorcerers in all the cosmos, Teclis is rightly known as the Mage God by his worshippers. When his power is joined to that of the Hyshian moon-spirit Celennar, entire armies can be annihilated through his divine spellcraft. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Lunar Staff | ||||||||
| Lunar Staff | 12" | 1 | 2+ | 2+ | 2 | D3+3 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
| Sword of Teclis [Crit (Mortal)] | ||||||||
| Sword of Teclis Crit (Mortal) | 2 | 3+ | 3+ | 2 | D3 | |||
Celennar’s Moonbright Talons [Companion] | ||||||||
Celennar’s Moonbright TalonsCompanion | 5 | 3+ | 3+ | 2 | 3 | |||
Passive |
Passive |
Once Per Turn, Your Hero Phase |
Your Hero Phase | 7 |
| KEYWORDS | SPELL |
Once Per Battle (Army), Start of Battle Round |
KEYWORDS | WARMASTER, UNIQUE, HERO, MONSTER, WIZARD (4), FLY, WARD (5+) |
| ORDER, LUMINETH REALM‑LORDS, AELF |
6" 16 3+ 5 Avalenor is the eldest and wisest of all Hysh's mountain spirits. He alone chose to stand with the aelves of his own accord. Since then, his twin Firestealer Hammers have never rested in the defence of Hysh and its sibling realms - nor shall they while a single servant of the Dark Gods draws breath. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Geomantic Blast [Shoot in Combat] | ||||||||
| Geomantic Blast Shoot in Combat | 12" | 1 | 3+ | 2+ | 2 | D6 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Firestealer Hammers | ||||||||
Firestealer Hammers | 6 | 4+ | 2+ | 2 | 4 | |||
Passive |
Passive |
Passive |
Once Per Turn (Army), Any Combat Phase |
| KEYWORDS | RAMPAGE |
KEYWORDS | UNIQUE, HERO, MONSTER, ALARITH |
| ORDER, LUMINETH REALM‑LORDS |
18" 10 4+ 5 5+ The bellicose elementor known as Sevireth is the searing wrath of a desert wind come to life. The sandstorm that whips around him can scour the idols and monuments of his foes clean in moments, while enemies are flayed to the bone - those not struck down by his arrows, that is. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Enathrai, the Howling Death [Shoot in Combat] | ||||||||
| Enathrai, the Howling Death Shoot in Combat | 15" | 4 | 2+ | 3+ | 3 | 3 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
| Swirling Shards [Crit (Mortal)] | ||||||||
| Swirling Shards Crit (Mortal) | 6 | 2+ | 4+ | - | 1 | |||
Passive |
Once Per Turn (Army), Any Shooting Phase |
| KEYWORDS | MOVE |
Once Per Turn (Army), Any Combat Phase |
| KEYWORDS | RAMPAGE |
KEYWORDS | UNIQUE, HERO, MONSTER, FLY, WARD (5+) |
| ORDER, LUMINETH REALM‑LORDS, HURAKAN |
14" 3 4+ 1 There is nowhere to hide from the Windchargers of the Hurakan temple. Their treerunner mounts are capable of deftly navigating the densest terrain to slip past their enemies, while the arrows of the aelves are carried upon loyal winds and almost always find their mark. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Windcharger Bow [Anti-CAVALRY (+1 Rend), Crit (Auto-wound)] | ||||||||
| Windcharger Bow Anti-CAVALRY (+1 Rend), Crit (Auto-wound) | 12" | 3 | 3+ | 4+ | 1 | 1 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
| Windcharger Blade | ||||||||
| Windcharger Blade | 1 | 4+ | 4+ | - | 1 | |||
| Treerunner’s Claws [Companion] | ||||||||
| Treerunner’s Claws Companion | 2 | 5+ | 3+ | - | 1 | |||
Passive |
KEYWORDS | CAVALRY, CHAMPION, STANDARD BEARER (1/5) |
| ORDER, LUMINETH REALM‑LORDS, AELF, HURAKAN |
14" 3 4+ 1 The Dawnriders maintain tight formation as they charge into the foe, pennants fluttering proudly as they advance. With lance, blade and dauntless courage, they punch great holes through the enemy’s lines, riding down those who flee before wheeling about to launch another shock assault. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Dawnrider Lance and Blade [Charge (+1 Damage), Crit (Mortal)] | |||||||
| Dawnrider Lance and Blade Charge (+1 Damage), Crit (Mortal) | 2 | 3+ | 4+ | 1 | 1 | ||
| Stallions’ Dashing Hooves [Companion] | |||||||
| Stallions’ Dashing Hooves Companion | 2 | 5+ | 3+ | - | 1 | ||
Passive |
KEYWORDS | CAVALRY, CHAMPION, STANDARD BEARER (1/5) |
| ORDER, LUMINETH REALM‑LORDS, AELF, VANARI |
5" 2 4+ 1 Having accepted the mountains as their spiritual guides, the Alarith Stoneguard are granted immense strength and resilience. In battle, their adversaries find them all but impossible to shift, while the blows of their sacred hammers are like an avalanche crashing into the enemy. | ||
| 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 Auralan Sentinels are amongst the finest archers in all the Mortal Realms. Wielding elegant, multi-stringed bows with a deceptively light draw weight for their range, they are able to loose their sunmetal-tipped arrows incredible distances and with great power. | ||
| 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 Blade | ||||||||
| Sentinel Blade | 1 | 3+ | 4+ | - | 1 | |||
Your Shooting Phase |
KEYWORDS | INFANTRY, CHAMPION |
| ORDER, LUMINETH REALM‑LORDS, AELF, VANARI |
6" 1 4+ 1 Auralan Wardens are the lynchpin of a Lumineth battleline and a mainstay in the hosts of Hysh. Fearlessly do they stare down a charging enemy, waiting until the opportune moment before driving the sunmetal tips of their pikes forward and breaking the enemy advance like an unyielding cliff before a crashing wave. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Warden Pike and Blade [Anti-charge (+1 Rend), Crit (Mortal)] | |||||||
| Warden Pike and Blade Anti-charge (+1 Rend), Crit (Mortal) | 2 | 3+ | 4+ | - | 1 | ||
Passive |
KEYWORDS | INFANTRY, CHAMPION |
| ORDER, LUMINETH REALM‑LORDS, AELF, VANARI |
6" 2 4+ 1 Bladelords are the guardians of the Scinari mage-caste. Paragons of the warrior arts of the Vanari, they wield their greatblades with preternatural precision and ease, selflessly defending their charges as they cut their way through the enemy elite. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Sunmetal Blade [Crit (Mortal)] | |||||||
| Sunmetal Blade Crit (Mortal) | 3 | 3+ | 4+ | 1 | 1 | ||
Passive |
Passive |
KEYWORDS | INFANTRY, CHAMPION |
| ORDER, LUMINETH REALM‑LORDS, AELF, VANARI |
7" 1 5+ 1 Leaping into battle with acrobatic finesse, Ydrilan Riverblades are swift and aggressive fighters. They attack with a relentless drive, surging forwards into the enemy with flowing lethality akin to the waterways their aelementiri temple has sworn to protect. | ||
| 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 | ||||||||
| Ydrilan Blades | 2 | 3+ | 4+ | 1 | 1 | |||
| MODEL | BASE SIZE |
| Pureflood Seneschal | 32mm |
| 4 x Crestdancers | 32mm |
| 5 x Stream-runners | 28.5mm |
Once Per Turn (Army), Your Movement Phase |
Once Per Turn (Army), Any Combat Phase |
KEYWORDS | INFANTRY, CHAMPION |
| 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 A Spirit of the Mountain is a war-form adopted by the geomantic animus of one of Hysh’s great peaks. The strength of the realm itself is theirs to wield, but though their hammers can crush walls and reduce enemies to bloody smears, it is their wisdom these spirits are most revered for – ponderous as it can be. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Geomantic Blast [Shoot in Combat] | ||||||||
| Geomantic Blast Shoot in Combat | 12" | 1 | 3+ | 2+ | 2 | D6 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Stoneheart Worldhammer | ||||||||
Stoneheart Worldhammer | 4 | 4+ | 2+ | 2 | 5 | |||
Passive |
Passive |
Once Per Turn (Army), Any Combat Phase |
| KEYWORDS | RAMPAGE |
KEYWORDS | MONSTER, ALARITH |
| ORDER, LUMINETH REALM‑LORDS |
18" 8 4+ 5 5+ When roused to wrath, the Spirits of the Wind strike like a cyclone. It is all but impossible to track them as they dart through the air, launching arrow after arrow from their elegant but monstrously powerful bows and slipping away before retribution can land, the wind whistling with their laughter. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Bow of the Wind’s Vengeance [Anti-MONSTER (+1 Rend), Shoot in Combat] | ||||||||
| Bow of the Wind’s Vengeance Anti-MONSTER (+1 Rend), Shoot in Combat | 15" | 4 | 2+ | 3+ | 2 | 2 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
| Swirling Shards [Crit (Mortal)] | ||||||||
| Swirling Shards Crit (Mortal) | 6 | 2+ | 4+ | - | 1 | |||
Passive |
Once Per Turn (Army), Any Shooting Phase |
| KEYWORDS | MOVE |
Once Per Turn (Army), Any Shooting Phase |
| KEYWORDS | RAMPAGE |
KEYWORDS | MONSTER, FLY, WARD (5+) |
| ORDER, LUMINETH REALM‑LORDS, HURAKAN |
6" 5 5+ 2 The bolts of a Starshard Ballista are more than capable of piercing the armour of a Chaos Warrior or spearing multiple orruks with a single shot. When needs must, the ballista’s crew can load it with specially enchanted ammunition designed to blind those it does not slay outright. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Starshard Bolts [Anti-MONSTER (+1 Rend), Crit (2 Hits)] | ||||||||
| Starshard Bolts Anti-MONSTER (+1 Rend), Crit (2 Hits) | 24" | 4 | 3+ | 3+ | 1 | 2 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
| Crew’s Arming Swords | ||||||||
| Crew’s Arming Swords | 2 | 3+ | 4+ | - | 1 | |||
Passive |
Once Per Turn (Army), Any 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. From here, a Lumineth mage can channel this elemental power to cleanse the corrupted land as well as bolster their arcane potential. | ||
Once Per Turn, Reaction: You declared a SPELL ability for a LUMINETH REALM-LORDS unit wholly within 12" of this terrain feature |
Passive |
Your Hero Phase |
Your Movement Phase |
KEYWORDS | FACTION TERRAIN, FLY |
| ORDER, LUMINETH REALM‑LORDS |
5" 5 4+ 7+ 6+ 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. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Crackling Energy | |||||||
| Crackling Energy | 2D6 | 4+ | 4+ | - | 1 | ||
Passive |
Once Per Turn (Army), Reaction: You declared a SPELL or UNBIND ability for a LUMINETH REALM-LORDS WIZARD within 3" of this MANIFESTATION |
KEYWORDS | MANIFESTATION, ENDLESS SPELL, WARD (6+) |
| ORDER, LUMINETH REALM‑LORDS |
- 6 4+ 7+ 6+ Only in moments of direst need will a Lumineth mage summon a Rune of Petrification. Those who stray 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. | ||
Any Hero Phase |
KEYWORDS | MANIFESTATION, ENDLESS SPELL, WARD (6+) |
| ORDER, LUMINETH REALM‑LORDS |
- 6 4+ 7+ 6+ The focal point of a Sanctum of Amyntok is the rune Yngra, symbolising both rescue and imprisonment. In battle, these barriers of light energy can be conjured around a mage in need, the arrows and magical bolts of the enemy dissipating harmlessly at the merest touch. | ||
Passive |
KEYWORDS | MANIFESTATION, ENDLESS SPELL, WARD (6+) |
| ORDER, LUMINETH REALM‑LORDS |


The Idoneth refer to a formation of two Allopexes as a Bloodthirsty Shiver – and for good reason. Perfected by the warlike Fuethán enclave and sought after by many forces of Order, this deadly pairing is fast, resilient and brimming with raw killing power. In their wake, the ethersea is stained red with the blood of the foe. | ||


INCLUSION This Regiment of Renown can be included in armies from the following factions: ORGANISATION | ||
Your Hero Phase |


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 |


Drekki Flynt is one of the most famous skyfarers in Kharadron society, a rogue and opportunist whose feats grow ever more outrageous in the telling. Captain of the Frigate the Aelsling, Flynt has lent the services of his vessel and his crew to many causes over the years – few of them entirely noble. | ||


INCLUSION This Regiment of Renown can be included in armies from the following factions: | ||
Deployment Phase |
| KEYWORDS | DEPLOY |
Passive |
Your Movement Phase |
Passive |


His Endrineering commission revoked after repeated accusations of ‘unsanctioned resource sharing’, Gronn Ymorsson took matters into his own hands by bribing some Skywardens and stealing a Gunhauler, then fleeing the sky-port authorities before they noticed. He follows armies who can open the way to worthy treasure, swooping down to claim the loot when the coast is clear. | ||


INCLUSION This Regiment of Renown can be included in armies from the following factions: | ||
Deployment Phase |
| KEYWORDS | DEPLOY |
Your Movement Phase |
Once Per Turn (Army), Your Combat Phase |


Renowned for defeating the plague daemon Gelgus Pust, thwarting his plans to befoul the life-giving waters of the Everspring and ultimately banishing evil from the Jade Abbey, these legendary heroes are welcomed with open arms into the forces of Order. | ||


INCLUSION This Regiment of Renown can be included in armies from the following factions: ORGANISATION This Regiment of Renown is built during army composition. You must include at least 1 of the units opposite in this regiment and can include 1 of each of them. Add together the points values of each unit you include in this regiment to determine its points cost.
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Passive |
End of Any Turn |


The Changeling adopts one of its manifold masks to infiltrate the enemy ranks, spreading confusion and dismay whilst ensuring that the Change God’s schemes come to pass. | ||


INCLUSION This Regiment of Renown can be included in armies from the following factions:
ORGANISATION
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5" 6 5+ 2 5+ The Changeling adopts one of its manifold masks to infiltrate the enemy ranks, spreading confusion and dismay whilst ensuring that the Change God’s schemes come to pass. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| The Trickster’s Staff | |||||||
| The Trickster’s Staff | 3 | 3+ | 3+ | 1 | D3 | ||
Deployment Phase |
| KEYWORDS | DEPLOY |
Any Hero Phase |
Your Hero Phase | 6 |
| KEYWORDS | SPELL |
KEYWORDS | UNIQUE, HERO, WIZARD (2), INFANTRY, WARD (5+) |
| CHAOS, DISCIPLES OF TZEENTCH, DAEMON |


Led by a veteran Akhelian Thrallmaster, a Namarti Shore Raid is trained to harry the enemy relentlessly. Such contingents are often dispatched to aid the Idoneth’s allies as scouts and ambush troops. Their swiftness allows them to outflank and surprise enemy hosts, turning the tide of battle. | ||


INCLUSION This Regiment of Renown can be included in armies from the following factions: | ||
Deployment Phase |
| KEYWORDS | DEPLOY |
Your Movement Phase |


The Kharadron Overlords are nothing if not pragmatic when it comes to defending their interests. The elite groups known as Sky-Port Profiteers are dispatched to seek allies and secure the most vital territories. Litigious Codewrights negotiate terms, ably backed up by the firepower of their Grundstok bodyguards. | ||


INCLUSION This Regiment of Renown can be included in armies from the following factions: | ||
Your Hero Phase | 1 |
Your Movement Phase | 1 |
Your Shooting Phase | 1 |


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 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: | ||
Your Shooting Phase |
Once Per Turn (Army), Your Shooting 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
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Passive |
Passive |


Gotrek Gurnisson hails from a world lost to legend. After a great shame befell him, he swore an oath to meet an honourable death in battle – but with his warrior skill and the unwelcome favour of the fallen god Grimnir, no foe has yet proven equal to the task. Cantankerous, surly and stubborn to a fault, Gotrek is ever travelling across the realms in search of battle. For a worthy cause, he might lend his axe for a time; still, allies are wise to keep out of the Slayer’s business, if they know what’s good for them. | ||


INCLUSION This Regiment of Renown can be included in armies from the following factions: ORGANISATION
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4" 8 5+ 2 3+ Gotrek Gurnisson hails from a world lost to legend. After a great shame befell him, he swore an oath to meet an honourable death in battle – but with his warrior skill and the unwelcome favour of the fallen god Grimnir, no foe has yet proven equal to the task. Cantankerous, surly and stubborn to a fault, Gotrek is ever travelling across the realms in search of battle. For a worthy cause, he might lend his axe for a time; still, allies are wise to keep out of the Slayer’s business, if they know what’s good for them. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Zangrom-az [Crit (Mortal)] | |||||||
| Zangrom-az Crit (Mortal) | 8 | 2+ | 2+ | 2 | 3 | ||
Any Combat Phase | 1 |
Passive |
KEYWORDS | UNIQUE, INFANTRY, HERO, WARD (3+) |
| ORDER, DUARDIN |


Once, Clan Arzabul were nobles amongst the Khazalid Empire. Yet the fall of that nation quashed their fortunes. Rather than succumb to despair, the Runelord Norgrimm leads his surviving kin to search ruined karaks for valuable rune-lore. Amongst this recovered knowledge is the Rune of Restored Hearth. | ||


INCLUSION This Regiment of Renown can be included in armies from the following factions: | ||
Once Per Battle (Army), Your Hero Phase |
Your Hero Phase | 4 |
| KEYWORDS | PRAYER, UNLIMITED |


Nurgle is a generous god, granting gifts even to those who deny their genius. It takes only one infected well, watering hole or imported keg for corruption to bite. At first, a warrior feels little but mild discomfort – but as the day of battle draws near, their suffering deepens, and an eager giggling echoes through the aether... | ||


INCLUSION This Regiment of Renown can be included in armies from the following factions: | ||
Deployment Phase |
| KEYWORDS | DEPLOY |
Passive |


The backstreets and catacombs of the God-King’s free cities conceal innumerable threats, from lurking monsters to hidden cults. It is the duty of the Saviours of Cinderfall to root out these horrors with blade and spell, and there are few more effective at this than Hanniver Toll and his companion Armand Callis. Along with a motley retinue of hired blades, these heroes fight a bitter underground war to keep the Cities of Sigmar from sliding into disorder and bloodshed. | ||


INCLUSION This Regiment of Renown can be included in armies from the following factions: | ||
Passive |
Once Per Battle (Army), Deployment Phase |


Having learned the Great Secret of mercenary work from a local Mega-Gargant, Snerk Mooneata decided to give it a go. Finding little success, the bossgrot took the next best option: periodically waking a surly troggoth and acting as the go-between for the beast. Snerk, of course, holds onto the troggoth’s half of the pay. For safekeeping. | ||


INCLUSION This Regiment of Renown can be included in armies from the following factions:
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Your Charge Phase |
Passive |


The rise of the Mega-Gargants has focused many of their smaller mates, but there are always some who loot great kegs of ale and get a bit carried away. Staggering across the land in a drunken stupor, these gargants just turn up on one side of the battlefield and canny commanders simply move their troops out of the way… | ||


Once Per Turn (Army), Your Shooting Phase |
| KEYWORDS | RAMPAGE |
Once Per Turn (Army), Any Combat Phase |
| KEYWORDS | RAMPAGE |
Once Per Turn (Army), Any Charge Phase |
| KEYWORDS | RAMPAGE |


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 |
| Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities). | ||
The LUMINETH REALM‑LORDS keyword is used in the following Lumineth Realm-lords warscrolls:
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| 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. | ||
The VANARI keyword is used in the following Lumineth Realm-lords warscrolls:
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Your Movement Phase |
| KEYWORDS | CORE, MOVE |
Your Movement Phase |
| KEYWORDS | CORE, MOVE, RUN |
Your Movement Phase |
| KEYWORDS | CORE, MOVE, RETREAT |
Your Charge Phase |
| KEYWORDS | CORE, MOVE, CHARGE |
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Passive |
| 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. | ||
Your Hero Phase | 6 |
| KEYWORDS | SPELL |
Once Per Battle Round (Army), Start of Battle Round |
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| 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 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:
The ALARITH keyword is used in the following Lumineth Realm-lords warscrolls:
Passive |
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 |
| 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:
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The LUMINETH REALM‑LORDS and INFANTRY keywords are used in the following Lumineth Realm-lords warscrolls:
| The Citadel Terrain List shows the number of scenery pieces each terrain feature can consist of. If you are using terrain features that are not included on that list, agree with your opponent before setting up the battlefield how many scenery pieces make up each terrain feature. | ||
Any Hero Phase | 1 |
| Because a replacement unit is treated as a completely new unit, it could, for instance, use a Once Per Battle ability on its warscroll even if the unit it replaced used that ability earlier in the battle. | ||
The VANARI and INFANTRY keywords are used in the following Lumineth Realm-lords warscrolls:
Your Hero Phase |
| KEYWORDS | BANISH |
The MONSTER keyword is used in the following Lumineth Realm-lords warscrolls:
Your Charge Phase |
| KEYWORDS | CORE, MOVE, CHARGE |
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:
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:
Your Shooting Phase |
| KEYWORDS | CORE, ATTACK, SHOOT |
Any Combat Phase |
| KEYWORDS | CORE, ATTACK, FIGHT |
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The LUMINETH REALM‑LORDS and WIZARD keywords are used in the following Lumineth Realm-lords warscrolls:
Reaction: Opponent declared a SPELL ability |
| KEYWORDS | UNBIND |
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 MEGA-GARGANT keyword is used in the following Sons of Behemat warscrolls:
The CHAOS keyword is used in the following Disciples of Tzeentch warscrolls:
The DISCIPLES OF TZEENTCH keyword is used in the following Disciples of Tzeentch warscrolls:
The DAEMON keyword is used in the following Disciples of Tzeentch warscrolls:
The LUMINETH REALM‑LORDS, HERO and INFANTRY keywords are used in the following Lumineth Realm-lords warscrolls:
The VANGUARD-PALLADORS keyword is used in the following Stormcast Eternals warscrolls:
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The DUARDIN keyword is used in the following Fyreslayers warscrolls:
Your Hero Phase |
| KEYWORDS | PRAYER, UNLIMITED |
Once Per Battle, Your Hero Phase | 7 |
| KEYWORDS | PRAYER |