Lumineth Realm-lords – Warscrolls


Cavalry Hero


LUMINETH REALM-LORDS WARSCROLL
Lyrior Uthralle
Warden of Ymetrica
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.
LUMINETH REALM-LORDS WARSCROLL
Lyrior Uthralle
Warden of Ymetrica
MELEE WEAPONS
AtkHitWndRndDmg
Daemonbane [Anti-DAEMON (+1 Rend), Charge (+1 Damage)]
Daemonbane
Anti-DAEMON (+1 Rend), Charge (+1 Damage)
22+3+12
Lyrior’s Sword [Charge (+1 Damage), Crit (Mortal)]
Lyrior’s Sword
Charge (+1 Damage), Crit (Mortal)
52+3+12
Farael’s Horns and Claws [Companion]
Farael’s Horns and Claws
Companion
44+3+11
BATTLE PROFILE

Unit Size: 1      Points: 250
Base size: 90 × 52mm
Can be reinforced: No
Regiment Options: 0-1 Lumineth Paragon, Any LUMINETH REALM-LORDS

Passive
CHAMPION OF THE LORD PHOENIX: As a member of Tyrion’s inner circle, Lyrior has led countless armies to victory in the name of the Lord Phoenix and inspires all those around him as a result.

Effect: While a visible friendly VANARI unit is wholly within 12" of this unit:
  • You are treated as having 1 additional instance of Varinor, Rune of Strength depicted on your battle scripture for the purposes of the abilities on that unit’s warscroll.
  • If that unit is picked to be a target of the ‘Depict Rune’ ability, you can apply the enhanced effects of that ability to that unit as if you had an instance of Varinor, Rune of Strength depicted on your battle scripture.

Your Hero Phase
5
FOCUSED FURY: Lyrior channels his anger and the aetherquartz within his master-crafted panoply responds, imbuing him with the speed of Hysh.

Declare: Make a casting roll of 2D6. Add 2 to the roll if this unit is in combat.

Effect: This unit has STRIKE-FIRST for the rest of the turn.
KEYWORDSSPELL

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


LUMINETH REALM-LORDS WARSCROLL
Vanari Lord Regent
on Lightcourser
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.
LUMINETH REALM-LORDS WARSCROLL
Vanari Lord Regent
on Lightcourser
MELEE WEAPONS
AtkHitWndRndDmg
Regent’s Sword [Crit (Mortal)]
Regent’s Sword
Crit (Mortal)
53+4+12
Lightcourser’s Horns and Claws [Companion]
Lightcourser’s Horns and Claws
Companion
34+3+11
BATTLE PROFILE

Unit Size: 1      Points: 150
Base size: 90 × 52mm
Can be reinforced: No
Regiment Options: 0-1 Lumineth Paragon, 0-1 Ydrilan Riverblades, Any VANARI
Notes: Previously Vanari Lord Regent

Passive
LEAD THE CHARGE: Mounted Lord Regents are not passive strategists who command from positions of safety; they are bold tacticians who lead from the front, inspiring courage in those around them.

Effect: You can re-roll charge rolls for friendly LUMINETH REALM-LORDS units while they are wholly within 6" of this unit.

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

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

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

Infantry Hero


LUMINETH REALM-LORDS WARSCROLL
Alarith Stonemage
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.
LUMINETH REALM-LORDS WARSCROLL
Alarith Stonemage
MELEE WEAPONS
AtkHitWndRndDmg
Staff of the High Peaks
Staff of the High Peaks33+4+1D3
BATTLE PROFILE

Unit Size: 1      Points: 130
Base size: 40mm
Can be reinforced: No
Regiment Options: 0-1 Ydrilan Riverblades, Any Vanari Auralan Wardens, Any ALARITH

Once Per Turn (Army), Any Combat Phase
STRENGTH OF STONE: The Stonemage focuses upon the stoic majesty of their guardian mountain, imbuing a nearby group of Alarith with its immovability and might.

Declare: Pick a visible friendly Alarith Stoneguard unit wholly within 12" of this unit to be the target.

Effect: For the rest of the turn:
  • Add 1 to the Rend characteristic of the target’s melee weapons.
  • The target cannot make pile-in moves.

Your Hero Phase
7
RAISE THE EARTH: With a great rumbling and the grinding of stone upon stone, the caster turns an area of clear ground into a jumble of clefts, scree and jagged terrain that is extremely perilous for warriors to traverse.

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

Effect: Until the start of your next turn, each time a non-FLY unit (friendly or enemy) that is contesting the target objective uses a MOVE ability, inflict D6 mortal damage on that unit after that ability has been resolved.
KEYWORDSSPELL

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


LUMINETH REALM-LORDS WARSCROLL
Ellania and Ellathor
Eclipsian Warsages
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.
LUMINETH REALM-LORDS WARSCROLL
Ellania and Ellathor
Eclipsian Warsages
RANGED WEAPONS
RngAtkHitWndRndDmg
Blazing Sunbolt [Crit (Auto-wound)]
Blazing Sunbolt
Crit (Auto-wound)
12"33+3+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Altairi
Altairi52+3+12
Dianaer
Dianaer23+4+1D3
BATTLE PROFILE

Unit Size: 1      Points: 290
Base size: 40mm
Can be reinforced: No
Regiment Options: 0-1 Lumineth Paragon, Any LUMINETH REALM-LORDS

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

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

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

If Ellathor takes the lead, until the start of your next turn, add the current battle round number to the Damage characteristic of Altairi.

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

Declare: This unit can only use this ability if any enemy models were slain this turn by this unit’s combat attacks.

Effect: Heal (D6) this unit. Then, remove it from the battlefield and set it up again on the battlefield more than 9" from all enemy units.

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

Declare: Make a casting roll of 2D6.

Effect: Until the start of your next turn, the first time an enemy unit within 18" of this unit uses a command, unless your opponent spends 1 additional command point, the command has no effect, it still counts as having been used and the command points spent to use the command are still lost.
KEYWORDSSPELL

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


LUMINETH REALM-LORDS WARSCROLL
Hurakan Windmage
12"
5
5+
2
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.
LUMINETH REALM-LORDS WARSCROLL
Hurakan Windmage
RANGED WEAPONS
RngAtkHitWndRndDmg
Windblast Vortex [Shoot in Combat]
Windblast Vortex
Shoot in Combat
12"12+3+2D3
MELEE WEAPONS
AtkHitWndRndDmg
Aspiragillum
Aspiragillum33+4+1D3
BATTLE PROFILE

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

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

Declare: Pick up to 3 friendly HURAKAN unit wholly within 12" of this unit to be the targets.

Effect: For the rest of the turn, each target can use a RUN ability and still use SHOOT and/or CHARGE abilities later in the turn.

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

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

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

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


LUMINETH REALM-LORDS WARSCROLL
Scinari Calligrave
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.
LUMINETH REALM-LORDS WARSCROLL
Scinari Calligrave
MELEE WEAPONS
AtkHitWndRndDmg
Calligrave Blade
Calligrave Blade33+4+12
BATTLE PROFILE

Unit Size: 1      Points: 130
Base size: 32mm
Can be reinforced: No

Once Per Battle (Army), Reaction: You declared the ‘Depict Rune’ ability
REALMSCRIBE: Scinari Calligraves are the undisputed masters of the arcane art of tracing runes on the battlefield.

Effect: Replace 1 instance of a rune on your battle scripture with 1 of the following:
  • Varinor, Rune of Strength
  • Ydriliqi, Rune of the River
  • Alaithi, Rune of the Mountain
  • Oreali, Rune of the Wind

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


LUMINETH REALM-LORDS WARSCROLL
Scinari Cathallar
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.
LUMINETH REALM-LORDS WARSCROLL
Scinari Cathallar
MELEE WEAPONS
AtkHitWndRndDmg
Despairing Touch
Despairing Touch33+4+-D3
BATTLE PROFILE

Unit Size: 1      Points: 130
Base size: 32mm
Can be reinforced: No

Once Per Turn (Army), Your Hero Phase
DARKNESS OF THE SOUL: Scinari Cathallars wield the negative energy locked in aetherquartz as a weapon, afflicting the enemy with a soul-shrivelling despondency that dulls them to their superiors’ orders.

Declare: Pick a visible enemy unit within 18" of this unit to be the target.

Effect: Roll a dice. On a 3+, the target cannot use commands until the start of your next turn.

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


LUMINETH REALM-LORDS WARSCROLL
Scinari Enlightener
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.
LUMINETH REALM-LORDS WARSCROLL
Scinari Enlightener
RANGED WEAPONS
RngAtkHitWndRndDmg
Crescent Staff [Shoot in Combat]
Crescent Staff
Shoot in Combat
12"33+3+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Enlightener Blade
Enlightener Blade33+4+12
BATTLE PROFILE

Unit Size: 1      Points: 180
Base size: 32mm
Can be reinforced: No

Once Per Turn (Army), Reaction: You declared an UNLIMITED SPELL ability for this unit
RUNE OF ENTHLAI: The Enlightener draws on the duality of this rune’s power to conjure sorceries with doubled potency.

Effect: If that spell is successfully cast, roll a dice. On a 4+, after resolving the effect of that spell, this unit can immediately cast that spell a second time using the same casting roll. Do not count the second spell towards the number of SPELL abilities this unit can use this turn.

Your Hero Phase
7
CLARITY OF THOUGHT: Meditating upon the purity of Hysh, the Enlightener dispels all doubt and distraction from the minds of allies, granting them clarity of thought and deed that allows them to perceive and avoid the worst attacks of the enemy.

Declare: Pick a visible friendly LUMINETH REALM-LORDS INFANTRY unit wholly within 12" of this unit to be the target, then make a casting roll of 2D6.

Effect: Until the start of your next turn, attacks that target that friendly unit cannot score critical hits (treat them as regular hits instead).
KEYWORDSSPELL, UNLIMITED

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


LUMINETH REALM-LORDS WARSCROLL
Scinari Loreseeker
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.
LUMINETH REALM-LORDS WARSCROLL
Scinari Loreseeker
RANGED WEAPONS
RngAtkHitWndRndDmg
Eclipsian Staff [Shoot in Combat]
Eclipsian Staff
Shoot in Combat
12"33+3+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Loreseeker Blade [Crit (Mortal)]
Loreseeker Blade
Crit (Mortal)
53+4+12
BATTLE PROFILE

Unit Size: 1      Points: 140
Base size: 32mm
Can be reinforced: No

Once Per Battle (Army), Deployment Phase
INDEPENDENT OPERATIVE: Loreseekers venture deep into unfamiliar lands searching for arcane artefacts and are adept at operating on their own without support.

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

Once Per Battle (Army), Your Movement Phase
ARCANE DISCOVERY: Scinari Loreseekers study all aspects of the realms to uncover hidden founts of power.

Declare: Pick a non-FACTION TERRAIN terrain feature within 3" of this unit to be the target.

Effect: For the rest of the battle, add 1 to casting rolls for units (friendly and enemy) while they are within 3" of the target.

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


LUMINETH REALM-LORDS WARSCROLL
The Light of Eltharion
6"
7
3+
2
4+
A legendary ancestor of the Lumineth race, the Light of Eltharion is a puissant warrior who has become one with the energies of Hysh. To face him is to face the power of light itself made manifest, and few have survived an encounter with his grim, enchanted blades.
LUMINETH REALM-LORDS WARSCROLL
The Light of Eltharion
RANGED WEAPONS
RngAtkHitWndRndDmg
Searing Darts of Light [Shoot in Combat]
Searing Darts of Light
Shoot in Combat
12"32+3+2D3
MELEE WEAPONS
AtkHitWndRndDmg
Fangsword of Eltharion [Crit (2 Hits)]
Fangsword of Eltharion
Crit (2 Hits)
52+3+33
Celennari Blade [Anti-HERO (+1 Rend), Anti-MONSTER (+1 Rend)]
Celennari Blade
Anti-HERO (+1 Rend), Anti-MONSTER (+1 Rend)
22+3+13
BATTLE PROFILE

Unit Size: 1      Points: 290
Base size: 50mm
Can be reinforced: No
Regiment Options: 0-1 Lumineth Paragon, Any LUMINETH REALM-LORDS
Notes: This HERO can join an eligible regiment as a Lumineth Paragon.

Passive
SUPREME SWORDMASTER: The Light of Eltharion is a consummate warrior and one of the greatest swordmasters of all time.

Effect: Ignore negative modifiers to hit rolls and wound rolls for this unit’s attacks.

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

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

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

KEYWORDS
UNIQUE, HERO, INFANTRY, WARD (4+)
ORDER, LUMINETH REALM‑LORDS, AELF


LUMINETH REALM-LORDS WARSCROLL
Vanari Bannerblade
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.
LUMINETH REALM-LORDS WARSCROLL
Vanari Bannerblade
MELEE WEAPONS
AtkHitWndRndDmg
Bannerblade’s Sword [Crit (Mortal)]
Bannerblade’s Sword
Crit (Mortal)
53+4+12
BATTLE PROFILE

Unit Size: 1      Points: 140
Base size: 40mm
Can be reinforced: No
Regiment Options: Any VANARI
Notes: This HERO can join an eligible regiment as a Lumineth Paragon.

Passive
WORLD BANNER: This mighty standard is replete with symbols of great importance to the Lumineth, filling them with profound resolve and a hope for a brighter future for all the realms.

Effect: While a visible friendly LUMINETH REALM-LORDS unit is wholly within 12" of this unit, it can use the ‘Rally’ command even if it is in combat.

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


LUMINETH REALM-LORDS WARSCROLL
Vanari Lord Regent
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.
LUMINETH REALM-LORDS WARSCROLL
Vanari Lord Regent
MELEE WEAPONS
AtkHitWndRndDmg
Regent’s Sword [Crit (Mortal)]
Regent’s Sword
Crit (Mortal)
53+4+12
BATTLE PROFILE

Unit Size: 1      Points: 110
Base size: 90 × 52mm
Can be reinforced: No
Regiment Options: 0-1 Ydrilan Riverblades, Any VANARI
Notes: This HERO can join an eligible regiment as a Lumineth Paragon.

Passive
SHINING EXAMPLE: The inspiring words and deeds of the Vanari Lord Regent instil a determination in their warriors never to yield.

Effect: Each time a friendly LUMINETH REALM-LORDS unit wholly within 12" of this unit uses the ‘Rally’ command, you can make 3 additional rally rolls of D6.

Once Per Turn (Army), Any Combat Phase
WALL OF BLADES: The Vanari Lord Regent is a master of anticipating where the enemy will strike and preparing their warriors accordingly.

Declare: Pick a friendly Vanari Auralan Wardens unit wholly within 12" of this unit to be the wall of blades. Then, pick an enemy unit in combat with the wall of blades to be the target.

Effect: Roll a dice for each model in the wall of blades that is within 3" of the target. For each 5+, inflict 1 mortal damage on the target.

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


LUMINETH REALM-LORDS WARSCROLL
Scourge of Ghyran The Light of Eltharion
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.
LUMINETH REALM-LORDS WARSCROLL
Scourge of Ghyran The Light of Eltharion
RANGED WEAPONS
RngAtkHitWndRndDmg
Searing Darts of Light
Searing Darts of Light12"32+3+2D3
MELEE WEAPONS
AtkHitWndRndDmg
Fangsword of Eltharion [Crit (2 Hits)]
Fangsword of Eltharion
Crit (2 Hits)
52+3+33
Celennari Blade [Anti-HERO (+1 Rend), Anti-MONSTER (+1 Rend)]
Celennari Blade
Anti-HERO (+1 Rend), Anti-MONSTER (+1 Rend)
22+3+13
BATTLE PROFILE

Unit Size: 1      Points: 280
Base size: 50mm
Can be reinforced: No
Regiment Options: 0-1 Lumineth Paragon, Any LUMINETH REALM-LORDS
Notes: This HERO can join an eligible regiment as a Lumineth Paragon.
This unit is legal for Matched Play for battles fought using the General’s Handbook 2025-26 battlepack.

Passive
SUPREME SWORDMASTER: The Light of Eltharion is a consummate warrior and one of the greatest swordmasters of all time.

Effect: Ignore negative modifiers to hit rolls and wound rolls for this unit’s attacks. In addition, ignore negative modifiers to the characteristics of this unit’s melee weapons.

Reaction: Passive
ETERNAL LIGHT: Should he be vanquished, such is Eltharion’s mythical resolve that his spirit can re-manifest on the battlefield to fight once more alongside the Lumineth.

Effect: If this unit is destroyed and if a friendly LUMINETH REALMLORDS WIZARD successfully casts a SUMMON spell, instead of resolving the effect of that SUMMON spell, you can set up a replacement unit for this unit more than 9" from all enemy units and wholly within 12" of the unit that used that SUMMON spell. This ability is still in effect even if this unit is not on the battlefield.

KEYWORDS
UNIQUE, HERO, INFANTRY, WARD (4+)
ORDER, LUMINETH REALM‑LORDS, AELF


LUMINETH REALM-LORDS WARSCROLL
Scourge of Ghyran Vanari Bannerblade
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.
LUMINETH REALM-LORDS WARSCROLL
Scourge of Ghyran Vanari Bannerblade
MELEE WEAPONS
AtkHitWndRndDmg
Bannerblade’s Sword [Crit (Mortal)]
Bannerblade’s Sword
Crit (Mortal)
53+4+12
BATTLE PROFILE

Unit Size: 1      Points: 140
Base size: 40mm
Can be reinforced: No
Regiment Options: Any VANARI
Notes: This HERO can join an eligible regiment as a Lumineth Paragon.
This unit is legal for Matched Play for battles fought using the General’s Handbook 2025-26 battlepack.

Passive
DEFEND THE BANNER: While Vanari battle beneath the sacred standard carried by the Bannerblade, their ranks tighten and enemy attacks are deflected with relentless skill and determination.

Effect: Add 1 to save rolls for friendly VANARI INFANTRY units while they are contesting the same objective as this unit.

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

Monster Hero


LUMINETH REALM-LORDS WARSCROLL
Archmage Teclis
and Celennar, Spirit of Hysh
10"
16
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.
LUMINETH REALM-LORDS WARSCROLL
Archmage Teclis
and Celennar, Spirit of Hysh
RANGED WEAPONS
RngAtkHitWndRndDmg
Lunar Staff
Lunar Staff12"12+2+2D3+3
MELEE WEAPONS
AtkHitWndRndDmg
Sword of Teclis [Crit (Mortal)]
Sword of Teclis
Crit (Mortal)
23+3+2D3
Celennar’s Moonbright Talons [Companion]
Celennar’s Moonbright Talons
Companion
53+3+23
BATTLE PROFILE

Unit Size: 1      Points: 640
Base size: 160mm
Can be reinforced: No
Regiment Options: 0-1 Lumineth Paragon, Any LUMINETH REALM-LORDS

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

Passive
AURA OF CELENNAR: Those who bathe in the lambent glow of Celennar find themselves lifted to new heights of erudition, and Teclis is no exception.

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

In addition, this unit can use Spell abilities from the Lore of Hysh, the Lore of the Awakened Realms and the warscrolls of all friendly LUMINETH REALM-LORDS WIZARDS on the battlefield.

Once Per Turn, Your Hero Phase
ARCHMAGE: Teclis’s knowledge of magic is such that weaving spells and denying the efforts of enemy mystics comes to him as easily as breathing.

Effect: Pick 1 of the following:

Magical Supremacy: Instead of making a casting roll for the next SPELL ability used by this unit this turn, you can use a value of 12 for the roll that cannot be modified.

Drain Power: Pick a visible enemy WIZARD or PRIEST within 18" of this unit to be the target. Subtract 1 from the target’s power level, to a minimum of 0, until the start of your next turn.

Your Hero Phase
7
THE LIGHT OF TRUTH: Annihilating beams of white light lance forth from Teclis’s brow, effortlessly scything through the ranks of the foe.

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

Effect: Inflict D3 mortal damage on each target.
KEYWORDSSPELL

Once Per Battle (Army), Start of Battle Round
DISCS OF THE AELEMENTIRI: These sacred artefacts are a vital component of the Mage God’s deep connection with the elements of the Hysh-Mhensa. Their innate magic allows Lumineth to draw more readily upon the power of their own runic scriptures.

Declare: You cannot use this ability in the first battle round.

Effect: Depict a rune of your choice on your battle scripture.

Designer’s Note: This allows you to have that rune depicted earlier in the battle scripture for the purposes of other abilities. Do not resolve the effect of the ‘Depict Rune’ ability as part of this ability.

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


LUMINETH REALM-LORDS WARSCROLL
Avalenor
The Stoneheart King
6"
16
3+
5
Avalenor is the 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.
LUMINETH REALM-LORDS WARSCROLL
Avalenor
The Stoneheart King
RANGED WEAPONS
RngAtkHitWndRndDmg
Geomantic Blast [Shoot in Combat]
Geomantic Blast
Shoot in Combat
12"13+2+2D6
MELEE WEAPONS
AtkHitWndRndDmg
Firestealer Hammers
Firestealer Hammers64+2+24
BATTLE PROFILE

Unit Size: 1      Points: 420
Base size: 100mm
Can be reinforced: No
Regiment Options: Any ALARITH, Any VANARI, 0-1 Lumineth Paragon

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

Passive
CALL OF THE MOUNTAINS: In the presence of Avalenor, the mountains awaken to give protection to their allies.

Effect: While a visible friendly ALARITH unit is wholly within 12" of this unit:
  • You are treated as having 1 additional instance of Alaithi, Rune of the Mountain depicted on your battle scripture for the purposes of the abilities on that unit’s warscroll.
  • If that unit is picked to be a target of the ‘Depict Rune’ ability, you can apply the enhanced effects of that ability to that unit as if you had an instance of Alaithi, Rune of the Mountain depicted on your battle scripture.

Passive
WITH THE FORCE OF A LANDSLIDE: The Alaithi rune imbues mountain spirits with increasing power.

Effect: Add 1 to the Attacks characteristic of this unit’s Firestealer Hammers for each instance of Alaithi, Rune of the Mountain depicted on your battle scripture.

Once Per Turn (Army), Any Combat Phase
UNBREAKABLE BULWARK: Lumineth who fight in Avalenor’s shadow need not fear; as long as he stands, they will come to no harm.

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

Effect: Roll a dice. On a 3+, for the rest of the turn, while that enemy unit is in combat with this unit, all attacks made by models in that enemy unit within this unit’s combat range must target this unit.
KEYWORDSRAMPAGE

KEYWORDS
UNIQUE, HERO, MONSTER, ALARITH
ORDER, LUMINETH REALM‑LORDS


LUMINETH REALM-LORDS WARSCROLL
Sevireth
Lord of the Seventh Wind
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.
LUMINETH REALM-LORDS WARSCROLL
Sevireth
Lord of the Seventh Wind
RANGED WEAPONS
RngAtkHitWndRndDmg
Enathrai, the Howling Death [Shoot in Combat]
Enathrai, the Howling Death
Shoot in Combat
15"42+3+33
MELEE WEAPONS
AtkHitWndRndDmg
Swirling Shards [Crit (Mortal)]
Swirling Shards
Crit (Mortal)
62+4+-1
BATTLE PROFILE

Unit Size: 1      Points: 340
Base size: 60mm
Can be reinforced: No
Regiment Options: Any VANARI, Any HURAKAN, 0-1 Lumineth Paragon

Passive
CALL OF THE WINDS: In the presence of Sevireth, the winds awaken to give aid to their allies.

Effect: While a visible friendly HURAKAN unit is wholly within 12" of this unit:
  • You are treated as having 1 additional instance of Oreali, Rune of the Wind depicted on your battle scripture for the purposes of the abilities on that unit’s warscroll.
  • If that unit is picked to be a target of the ‘Depict Rune’ ability, you can apply the enhanced effects of that ability to that unit as if you had an instance of Oreali, Rune of the Wind depicted on your battle scripture.

Once Per Turn (Army), Any Shooting Phase
SPIRIT OF THE WIND: A Spirit of the Wind never remains in one place for long.

Effect: If this unit used a SHOOT ability this phase, this unit can move D6". Add 2 to the roll for each instance of Oreali, Rune of the Wind depicted on your battle scripture. It cannot end that move in combat.
KEYWORDSMOVE

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

Declare: Pick up to 3 visible enemy units within 6" of this unit to be the targets.

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

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

Cavalry


LUMINETH REALM-LORDS WARSCROLL
Hurakan Windchargers
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.
LUMINETH REALM-LORDS WARSCROLL
Hurakan Windchargers
RANGED WEAPONS
RngAtkHitWndRndDmg
Windcharger Bow [Anti-CAVALRY (+1 Rend), Crit (Auto-wound)]
Windcharger Bow
Anti-CAVALRY (+1 Rend), Crit (Auto-wound)
12"33+4+11
MELEE WEAPONS
AtkHitWndRndDmg
Windcharger Blade
Windcharger Blade14+4+-1
Treerunner’s Claws [Companion]
Treerunner’s Claws
Companion
25+3+-1
BATTLE PROFILE

Unit Size: 5      Points: 160
Base size: 60 × 35mm
Can be reinforced: Yes

Passive
GUIDED BY THE WINDS: The Windchargers’ arrows are lofted by benevolent winds and sped toward to their targets.

Effect: While you have 2 or more instances of Oreali, Rune of the Wind depicted on your battle scripture, add 6" to the Range characteristic of this unit’s Windcharger Bows.

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


LUMINETH REALM-LORDS WARSCROLL
Vanari Dawnriders
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.
LUMINETH REALM-LORDS WARSCROLL
Vanari Dawnriders
MELEE WEAPONS
AtkHitWndRndDmg
Dawnrider Lance and Blade [Charge (+1 Damage), Crit (Mortal)]
Dawnrider Lance and Blade
Charge (+1 Damage), Crit (Mortal)
23+4+11
Stallions’ Dashing Hooves [Companion]
Stallions’ Dashing Hooves
Companion
25+3+-1
BATTLE PROFILE

Unit Size: 5      Points: 180
Base size: 60 × 35mm
Can be reinforced: Yes

Passive
DAWNRIDER CHARGE: The Dawnriders speed across the battlefield like the rays of Hysh spilling over the horizon, their sunmetal weapons empowered by the swiftness of their onset.

Effect: Add 1 to the Rend characteristic of this unit’s Dawnrider Lances and Blades if it charged in the same turn.

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

Infantry


LUMINETH REALM-LORDS WARSCROLL
Alarith Stoneguard
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.
LUMINETH REALM-LORDS WARSCROLL
Alarith Stoneguard
MELEE WEAPONS
AtkHitWndRndDmg
Stoneguard Hammers
Stoneguard Hammers23+3+12
BATTLE PROFILE

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

Passive
FORTITUDE OF THE EARTH: When the Stoneguard adopt this unyielding martial stance, even the most ferocious assaults cannot break them.

Effect: While you have 2 or more instances of Alaithi, Rune of the Mountain depicted on your battle scripture, this unit’s Save characteristic is 3+.

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


LUMINETH REALM-LORDS WARSCROLL
Vanari Auralan Sentinels
6"
1
5+
1
The 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.
LUMINETH REALM-LORDS WARSCROLL
Vanari Auralan Sentinels
RANGED WEAPONS
RngAtkHitWndRndDmg
Auralan Bow [Crit (Auto-wound)]
Auralan Bow
Crit (Auto-wound)
18"23+4+11
MELEE WEAPONS
AtkHitWndRndDmg
Sentinel Blade
Sentinel Blade13+4+-1
BATTLE PROFILE

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

Your Shooting Phase
LOFTED SHOTS: To strike a distant target, these warriors point their bows to the sky before launching a volley, the soft sound of their loosed bowstrings like a breath of anticipation before the foe meets their doom..

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

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


LUMINETH REALM-LORDS WARSCROLL
Vanari Auralan Wardens
6"
1
4+
1
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.
LUMINETH REALM-LORDS WARSCROLL
Vanari Auralan Wardens
MELEE WEAPONS
AtkHitWndRndDmg
Warden Pike and Blade [Anti-charge (+1 Rend), Crit (Mortal)]
Warden Pike and Blade
Anti-charge (+1 Rend), Crit (Mortal)
23+4+-1
BATTLE PROFILE

Unit Size: 10      Points: 120
Base size: 32mm
Can be reinforced: Yes

Passive
ANTICIPATED STRIKE: When Auralan Wardens stand shoulder to shoulder, they present a bristling wall of pikes to the foe.

Effect: If this unit has not charged this turn, ignore the effect of the Charge (+1 Damage) ability for combat attacks made by enemy units that target this unit.

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


LUMINETH REALM-LORDS WARSCROLL
Vanari Bladelords
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.
LUMINETH REALM-LORDS WARSCROLL
Vanari Bladelords
MELEE WEAPONS
AtkHitWndRndDmg
Sunmetal Blade [Crit (Mortal)]
Sunmetal Blade
Crit (Mortal)
33+4+11
BATTLE PROFILE

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

Passive
GUARDIANS OF THE SCINARI: It is the duty of the Bladelords to safeguard the Lumineth’s spellcasters, allowing their charges to weave conjurations free from the distraction of physical combat.

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

Passive
MASTERS OF COMBAT: The Bladelords have long meditated upon the rune of Varinor to improve their martial prowess.

Effect: Add 1 to the Rend characteristic of this unit’s Sunmetal Blades for each instance of Varinor, Rune of Strength depicted on your battle scripture.

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


LUMINETH REALM-LORDS WARSCROLL
Ydrilan Riverblades
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.
LUMINETH REALM-LORDS WARSCROLL
Ydrilan Riverblades
RANGED WEAPONS
RngAtkHitWndRndDmg
Ythara Darts [Shoot in Combat]
Ythara Darts
Shoot in Combat
10"23+4+-1
MELEE WEAPONS
AtkHitWndRndDmg
Ydrilan Blades
Ydrilan Blades23+4+11
BATTLE PROFILE

Unit Size: 10      Points: 140
MODELBASE SIZE
Pureflood Seneschal32mm
4 x Crestdancers32mm
5 x Stream-runners28.5mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

Once Per Turn (Army), Your Movement Phase
TRAVEL THE WATERWAYS: The Ydrilan are able to navigate the realms’ waterways in order to travel as fast as the flow of the rapids.

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

If you picked to depict Ydriliqi, Rune of the River on your battle scripture this battle round, you can instead set up this unit anywherecon the battlefield more than 9" from all enemy units.

Once Per Turn (Army), Any Combat Phase
RELENTLESS AS THE DRIVING CURRENT: An Ydrilan warrior keeps surging forwards, their movements fluid and bewilderingly fast as they embody the momentum of rushing water.

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

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


LUMINETH REALM-LORDS WARSCROLL
Myari’s Purifiers
6"
3
5+
1
Myari Lightcaller has great experience in battling arcane curses, especially the Katophrane Curse that once emanated from the Mirrored City. With his deep wisdom and arcane prowess, few can withstand his might. The aelves who follow Myari each embody different warrior aspects of the Lumineth race. Bahannar is a stoic exemplar of the Alarith, Senaela is a keen-eyed shot, while the peerless Bladelord Ailenn is tireless in the defence of her Scinari charge.
LUMINETH REALM-LORDS WARSCROLL
Myari’s Purifiers
RANGED WEAPONS
RngAtkHitWndRndDmg
Auralan Bow [Crit (Auto-wound)]
Auralan Bow
Crit (Auto-wound)
18"23+4+11
MELEE WEAPONS
AtkHitWndRndDmg
Purifier Weapons
Purifier Weapons22+4+12
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
BATTLE PROFILE

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

Each model in this unit is armed with Purifier Weapons. The models in this unit are:
  • Myari Lightcaller (champion)
  • Bahannar
  • Ailenn, the Mind’s Edge
  • Senaela (also armed with an Auralan Bow)

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

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

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

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

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

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

Monster


LUMINETH REALM-LORDS WARSCROLL
Alarith Spirit of the Mountain
6"
14
3+
5
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.
LUMINETH REALM-LORDS WARSCROLL
Alarith Spirit of the Mountain
RANGED WEAPONS
RngAtkHitWndRndDmg
Geomantic Blast [Shoot in Combat]
Geomantic Blast
Shoot in Combat
12"13+2+2D6
MELEE WEAPONS
AtkHitWndRndDmg
Stoneheart Worldhammer
Stoneheart Worldhammer44+2+25
BATTLE PROFILE

Unit Size: 1      Points: 340
Base size: 100mm
Can be reinforced: No

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

Passive
WITH THE FORCE OF A LANDSLIDE: The Alaithi rune imbues mountain spirits with increasing power.

Effect: Add 1 to the Attacks characteristic of this unit’s Stoneheart Worldhammer for each instance of Alaithi, Rune of the Mountain depicted on your battle scripture.

Once Per Turn (Army), Any Combat Phase
RAIN OF STONE: Boulders crash down from the Spirit of the Mountain, crushing foes under the avalanche.

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

Effect: Roll a D3. Add 2 to the roll if the target charged this turn. On a 2+, inflict an amount of mortal damage on the target equal to the roll.
KEYWORDSRAMPAGE

KEYWORDS
MONSTER, ALARITH
ORDER, LUMINETH REALM‑LORDS


LUMINETH REALM-LORDS WARSCROLL
Hurakan Spirit of the Wind
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.
LUMINETH REALM-LORDS WARSCROLL
Hurakan Spirit of the Wind
RANGED WEAPONS
RngAtkHitWndRndDmg
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"42+3+22
MELEE WEAPONS
AtkHitWndRndDmg
Swirling Shards [Crit (Mortal)]
Swirling Shards
Crit (Mortal)
62+4+-1
BATTLE PROFILE

Unit Size: 1      Points: 270
Base size: 60mm
Can be reinforced: No

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

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

Once Per Turn (Army), Any Shooting Phase
SPIRIT OF THE WIND: A Spirit of the Wind never remains in one place for long.

Effect: If this unit used a SHOOT ability this phase, this unit can move D6". Add 2 to the roll for each instance of Oreali, Rune of the Wind depicted on your battle scripture. It cannot end that move in combat.
KEYWORDSMOVE

Once Per Turn (Army), Any Shooting Phase
HURRICANE WINDS: The arrows of the Spirits of the Wind are followed by a blast of wind, throwing enemies to the ground.

Declare: Pick an enemy unit that had any damage points allocated to it this turn by this unit’s shooting attacks to be the target.

Effect: Roll a dice. On a 3+, the target has STRIKE-LAST for the rest of the turn.
KEYWORDSRAMPAGE

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

War Machine


LUMINETH REALM-LORDS WARSCROLL
Vanari Starshard Ballista
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.
LUMINETH REALM-LORDS WARSCROLL
Vanari Starshard Ballista
RANGED WEAPONS
RngAtkHitWndRndDmg
Starshard Bolts [Anti-MONSTER (+1 Rend), Crit (2 Hits)]
Starshard Bolts
Anti-MONSTER (+1 Rend), Crit (2 Hits)
24"43+3+12
MELEE WEAPONS
AtkHitWndRndDmg
Crew’s Arming Swords
Crew’s Arming Swords23+4+-1
BATTLE PROFILE

Unit Size: 1      Points: 120
Base size: 80mm
Can be reinforced: No

Passive
SCRYHAWKS: The scryhawks that accompany Auralan Sentinels have been trained to circle above distant foes, marking them out as potential targets for Starshard Ballista crews.

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

Once Per Turn (Army), Any Shooting Phase
BLINDING BOLTS: A Starshard Ballista can be loaded with special bolts that explode with blinding light when they strike a target.

Declare: Pick an enemy unit that was targeted by all of this unit’s shooting attacks this phase to be the target.

Effect: Roll a dice. Add 1 to the roll if the target is a MONSTER. On a 3+, subtract 1 from hit rolls for the target’s attacks for the rest of the turn.

KEYWORDS
WAR MACHINE
ORDER, LUMINETH REALM‑LORDS, VANARI

Faction Terrain


LUMINETH REALM-LORDS WARSCROLL
Shrine Luminor
-
12
3+
-
A Shrine Luminor is built upon a realmstone-rich metalith, a floating island in miniature leaden with geomantic energies. From here, a Lumineth mage can channel this elemental power to cleanse the corrupted land as well as bolster their arcane potential.
LUMINETH REALM-LORDS WARSCROLL
Shrine Luminor
BATTLE PROFILE

Unit Size: 1      Points: 0
Base size: Use model
Can be reinforced: No

The following universal terrain abilities apply to this terrain feature (Terrain, 1.2):

Cover, Impassable

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

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

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

Effect: While this terrain feature has a Shrine Guardian:
  • This terrain feature has a Move characteristic of 6" and can use non-command non-CHARGE MOVE abilities as if it were a unit. It cannot end a MOVE ability within the combat range of an enemy unit.
  • The Shrine Guardian cannot use MOVE abilities and remains on this terrain feature each time it moves.
  • Instead of measuring range and visibility to the Shrine Guardian, measure to this terrain feature instead.
  • All attacks that would target the Shrine Guardian target this terrain feature instead.

If this terrain feature is destroyed, before removing it from the battlefield, inflict D3 mortal damage on the Shrine Guardian. Then, set up the Shrine Guardian on the battlefield wholly within 3" of this terrain feature and not in combat. That unit is no longer a Shrine Guardian. If it is not possible to set up the Shrine Guardian, it is slain.

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

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

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

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

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

KEYWORDS
FACTION TERRAIN, FLY
ORDER, LUMINETH REALM‑LORDS

Endless Spell


LUMINETH REALM-LORDS WARSCROLL
Hyshian Twinstones
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.
LUMINETH REALM-LORDS WARSCROLL
Hyshian Twinstones
MELEE WEAPONS
AtkHitWndRndDmg
Crackling Energy
Crackling Energy2D64+4+-1
Passive
RESERVOIR OF POWER: The Twinstones glow brighter with each spell cast, forming a reservoir from which the Lumineth can draw greater power.

Effect: Each time a unit (friendly or enemy) successfully casts a spell while it is within 12" of this MANIFESTATION, give this MANIFESTATION 1 arcane charge point.

This MANIFESTATION can have a maximum of 6 arcane charge points.

Once Per Turn (Army), Reaction: You declared a SPELL or UNBIND ability for a LUMINETH REALM-LORDS WIZARD within 3" of this MANIFESTATION
RELEASE ARCANE CHARGE: The Lumineth draw out the power absorbed by the twinstones.

Effect: Add this MANIFESTATION arcane charge points to the casting roll or unbinding roll. Then, reset this MANIFESTATION's arcane charge points to 0.

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


LUMINETH REALM-LORDS WARSCROLL
Rune of Petrification
-
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.
LUMINETH REALM-LORDS WARSCROLL
Rune of Petrification
Any Hero Phase
TURN TO STONE: Foes who remain too close to this hovering sigil will find their flesh hardening and turning into stone until they are nothing more than lifelike statues.

Effect: Roll a D3 for each enemy unit within 6" of this MANIFESTATION. On a 2+, inflict an amount of mortal damage on that enemy unit equal to the roll. If an enemy unit has 3 mortal damage inflicted on it by this ability, it has STRIKE-LAST for the rest of the turn.

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


LUMINETH REALM-LORDS WARSCROLL
Sanctum of Amyntok
-
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.
LUMINETH REALM-LORDS WARSCROLL
Sanctum of Amyntok
Passive
SIGIL OF YNGRA: The sanctum creates a protective shield around the Lumineth.

Effect: While a friendly unit with a Health characteristic of 10 or less is wholly inside the ring formed by this MANIFESTATION:
  • That unit is not visible to enemy units.
  • Enemy abilities that would target that unit must target this MANIFESTATION instead.

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

Regiment of Renown


REGIMENT OF RENOWN
Bloodthirsty Shiver
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.
REGIMENT OF RENOWN
Bloodthirsty Shiver
INCLUSION

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

BATTLE PROFILE

Points: 300

Your Hero Phase
HUNT OF THE BLOODTHIRSTY SHIVER: Advancing in tandem, the Akhelian Allopexes either evade the foe in skilled formation or close in to deliver the killing bite.

Effect: If both units in this Regiment of Renown are within each other’s combat range, pick 1 of the following effects to apply until the start of your next turn:

Evasive Approach: While both units in this Regiment of Renown are within each other’s combat range, subtract 1 from hit rolls for attacks that target them.

Ferocious Attack: While both units in this Regiment of Renown are within each other’s combat range, their Allopex’s Ferocious Bites have Crit (2 Hits).


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

BATTLE PROFILE

Points: 450

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

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

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

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

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


REGIMENT OF RENOWN
Drekki’s Privateers
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.
REGIMENT OF RENOWN
Drekki’s Privateers
INCLUSION

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

BATTLE PROFILE

Points: 500

Deployment Phase
CRUISING INTO POSITION: The Aelsling’s speed and agility allow her to enter battle at the perfect moment.

Declare: Pick all units in this Regiment of Renown that have not been deployed.

Effect: Set up all of those units in reserve plying the winds. They have now been deployed.
KEYWORDSDEPLOY

Passive
YOU CALL IT YOURS, I CALL IT MINE: Aether-gold is Drekki Flynt’s great love, but other treasures will do in a pinch.

Effect: Add 1 to hit rolls and wound rolls for shooting attacks made by units in this Regiment of Renown that target an enemy unit that is within 6" of an enemy unit that has an enhancement.

Your Movement Phase
DAREDEVIL DEPLOYMENT: Flynt’s crew lead the way with guns blazing.

Declare: Pick the Arkanaut Frigate in this Regiment of Renown to use this ability if it is plying the winds.

Effect: Set up the Arkanaut Frigate anywhere on the battlefield more than 9" from all enemy units. Then, set up all other units in this Regiment of Renown wholly within 6" of the Arkanaut Frigate and more than 9" from all enemy units.

Passive
THE GOOD SHIP AELSLING: Flynt’s beloved skyship has endured all that the realms can throw at her with stubborn indifference.

Effect: The Aelsling in this Regiment of Renown has a Health characteristic of 17 instead of 14.


REGIMENT OF RENOWN
Exile Scavengers
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.
REGIMENT OF RENOWN
Exile Scavengers

BATTLE PROFILE

Points: 410

Deployment Phase
AN EYE FOR LOOT: The Exile Scavengers observe from above to locate the best spot to swoop in and ‘claim their fee’.

Declare: This ability must be used to deploy this Regiment of Renown.

Effect: Set up the units in this Regiment of Renown in reserve studying the battlefield. They have now been deployed.
KEYWORDSDEPLOY

Your Movement Phase
SWOOP IN: Once the moment is right, Gronn and his crew strike hard and fast.

Declare: Pick the Grundstok Gunhauler in this Regiment of Renown to use this ability if it is studying the battlefield.

Effect: Set up the Grundstok Gunhauler on the battlefield more than 6" from all enemy units that have an artefact of power and more than 9" from all other enemy units. Then, set up all other units in this Regiment of Renown wholly within 3" of the Grundstok Gunhauler and more than 6" from all enemy units.

Once Per Turn (Army), Your Combat Phase
WHAT’S YOURS IS MINE: Gronn has always had a cavalier attitude when it comes to ownership.

Declare: Pick an enemy unit in combat with a unit in this Regiment of Renown to be the target. Then, pick an artefact of power the target has.

Effect: Roll a dice. Add 1 to the roll for each unit in this Regiment of Renown that is in combat with the target. On a 6+, the target no longer has that artefact of power.


REGIMENT OF RENOWN
Heroes of The Jade Abbey
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.
REGIMENT OF RENOWN
Heroes of The Jade Abbey
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.

UnitPoints
Edmark Valoran, the Manticore Knight+110
Bren Tylis, the Renegade Saint+120
Inara Sion, the Cleansing Blade+120
Drolf Ironhead, the Grizzled Explorer+100
Kelthannor, the Forest Prince+150
Jacobus Vyne, the Jade Wizard+130
Drasher Vorn, the Rampaging Beast+150


Passive
STRONGER TOGETHER: Fighting shoulder to shoulder, the saviours of the Jade Abbey are nigh unstoppable.

Effect: While each unit in this Regiment of Renown is wholly within 6" of each other unit in this Regiment of Renown, add 1 to the Attacks characteristic of melee weapons used by units in this Regiment of Renown.

End of Any Turn
WATERS OF THE EVERSPRING: A single drop from the shimmering depths of the Everspring can cure sickness and heal suppurating wounds.

Effect: Heal (1) each unit in this Regiment of Renown.


REGIMENT OF RENOWN
Mask of the Deceiver
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.

DISCIPLES OF TZEENTCH WARSCROLL
Mask of The Deceiver
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.
DISCIPLES OF TZEENTCH WARSCROLL
Mask of The Deceiver
MELEE WEAPONS
AtkHitWndRndDmg
The Trickster’s Staff
The Trickster’s Staff33+3+1D3
Deployment Phase
MASKED IN PLAIN SIGHT: Few can see through the Changeling’s disguise.

Declare: This unit must be deployed using this ability.

Effect: Set up this unit in reserve incognito. It has now been deployed.

Friendly incognito units are destroyed at the end of the fifth battle round and not at the start of the fourth battle round
KEYWORDSDEPLOY

Any Hero Phase
BAIT AND SWITCH: The Changeling swaps places with a temporary ally

Declare: This unit can use this ability if it is incognito. Pick this unit and a friendly INFANTRY HERO to be the targets. One target must be incognito and the other must be on the battlefield.

Effect: Set up the incognito target wholly within 6" of the other target and not in combat. Then, remove the other target from the battlefield and set it up in reserve incognito.

If this unit is destroyed, before removing it from play, set up the friendly incognito unit wholly within 6" of a battlefield edge and not in combat.

Your Hero Phase
6
FORCEFUL COMMAND: The Changeling imbues its orders with compelling enchantments so that none can disobey.

Declare: Pick a visible friendly unit wholly within 12" of this unit to be the target, then make a casting roll of 2D6.

Effect: Until the start of your next turn:
  • The target cannot use MOVE abilities.
  • The target’s melee weapons have Anti-charge (+1 Rend).
KEYWORDSSPELL

KEYWORDS
UNIQUE, HERO, WIZARD (2), INFANTRY, WARD (5+)
CHAOS, DISCIPLES OF TZEENTCH, DAEMON


REGIMENT OF RENOWN
Namarti Shore Raid
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.
REGIMENT OF RENOWN
Namarti Shore Raid
INCLUSION

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

BATTLE PROFILE

Points: 270

Deployment Phase
IN THE SHADOW OF THE ETHERSEA: Though their allies may not understand the nature of the ethersea, they have come to rely on the advantages it provides in battle as the Idoneth advance out of sight of the enemy.

Declare: This ability must be used to deploy this Regiment of Renown.

Effect: Set up the units in this Regiment of Renown in reserve in the ethersea. They have now been deployed.
KEYWORDSDEPLOY

Your Movement Phase
LAUNCH THE ATTACK: There is a sudden blur of movement as these Namarti warriors burst forth from an unseen quarter.

Declare: Pick each unit in this Regiment of Renown that is in the ethersea.

Effect: Set up each unit on the battlefield wholly within 7" of a battlefield edge, more than 9" from all enemy units and within the combat range of another unit in this Regiment of Renown. Then, each unit can immediately move D3". The units cannot move into combat during any part of that move.


REGIMENT OF RENOWN
Sky-Port Profiteers
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.
REGIMENT OF RENOWN
Sky-Port Profiteers

BATTLE PROFILE

Points: 350

Your Hero Phase
1
SUPPLIES DONT COME CHEAP: Profiteers will dispatch aid to beleaguered allies in exchange for payment.

Declare: Pick a visible terrain feature within 18" of the Codewright in this Regiment of Renown. Each friendly unit wholly within 3" of that terrain feature is a target.

Effect: Roll a D3 for each target. On a 2+, Heal (X) the target, where X is an amount equal to the roll.

Your Movement Phase
1
NO ONE RIDES FOR FREE: Kharadron can make a healthy profit transporting allies via the skyways.

Declare: Pick a friendly INFANTRY unit with up to 10 models that is wholly within 9" of the Codewright in this Regiment of Renown and not in combat to be the target.

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

Your Shooting Phase
1
LONG-RANGE SUPPORT: The Codewright can call in a long-range barrage to reduce a troublesome obstacle to dust.

Declare: Pick an objective within 15" of the Codewright in this Regiment of Renown and that no friendly units are contesting. Each unit contesting that objective is a target.

Effect: Roll a dice for each target. If the roll exceeds the target’s Health characteristic, inflict an amount of mortal damage on the target equal to the roll.


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

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

BATTLE PROFILE

Points: 500

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

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

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

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


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

BATTLE PROFILE

Points: 350

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

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


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

BATTLE PROFILE

Points: 220

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

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

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

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

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


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

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

BATTLE PROFILE

Points: 420

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

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

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

Effect: Units in this Regiment of Renown cannot be picked to be the target of RAMPAGE abilities used by enemy units.


REGIMENT OF RENOWN
Gotrek Gurnisson
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.
REGIMENT OF RENOWN
Gotrek Gurnisson
ORGANISATION
  • 1 Gotrek Gurnisson

BATTLE PROFILE

Points: 320


FYRESLAYERS WARSCROLL
Gotrek Gurnisson
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.
FYRESLAYERS WARSCROLL
Gotrek Gurnisson
MELEE WEAPONS
AtkHitWndRndDmg
Zangrom-az [Crit (Mortal)]
Zangrom-az
Crit (Mortal)
82+2+23
Any Combat Phase
1
UNSTOPPABLE BATTLE FURY: Once Gotrek has started to fight, he continues to do so with a relentless fury that abates only when all his opponents lie slain.

Effect: is unit can use 2 FIGHT abilities this phase. After the first is used, however, this unit has STRIKE-LAST for the rest of the turn.

Passive
‘I’LL GET THERE MYSELF!’: Gotrek is renowned for his legendary stubbornness.

Effect: This unit cannot be set up in reserve and cannot be targeted by abilities that would remove it from the battleeld.

KEYWORDS
UNIQUE, INFANTRY, HERO, WARD (3+)
ORDER, DUARDIN


REGIMENT OF RENOWN
Norgrimm’s Rune Throng
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.
REGIMENT OF RENOWN
Norgrimm’s Rune Throng
INCLUSION

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

BATTLE PROFILE

Points: 320

Once Per Battle (Army), Your Hero Phase
RUNE OF RESTORED HEARTH: Upon striking this rune, Norgrimm and his kin are filled with a tenacious impulse to restore their people’s glory.

Effect: If the Runelord in the Regiment of Renown is contesting an objective, for the rest of the battle, units in this Regiment of Renown have WARD (5+) while they are contesting that objective.

Your Hero Phase
4
WRATH AND RUIN: The very earth cracks before the priest, venting fire and sulphurous fumes that engulf the enemy.

Declare: Pick the Runelord in this Regiment of Renown to chant this prayer, pick a visible enemy unit within 18" of them to be the target, then make a chanting roll of D6.

Effect: Roll 6 dice. If the chanting roll was 8+, roll 9 dice instead. For each 5+, inflict 1 mortal damage on the target. If 3 or more damage points are allocated to the target as a result of those dice rolls, ignore positive modifiers to save rolls for the target until the start of your next turn.
KEYWORDSPRAYER, UNLIMITED


REGIMENT OF RENOWN
Nurgle’s Gift
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...
REGIMENT OF RENOWN
Nurgle’s Gift

BATTLE PROFILE

Points: 180

Deployment Phase
INCUBATION PERIOD: Nurgle’s gifts can incubate slowly within the afflicted, gaining a malign sentience.

Declare: This ability must be used to deploy this Regiment of Renown.

Effect: Set up the units in this Regiment of Renown in reserve festering within. They have now been deployed.
KEYWORDSDEPLOY

Passive
BURSTING WITH LIFE: Guts roil and buboes weep before cheering Nurglings burst forth from the slain.

Effect: If a friendly non-NURGLE’S GIFT unit would be destroyed, before the last model is removed from play, roll a dice. Add 1 to the roll for each other friendly non-NURGLE’S GIFT unit that has been destroyed this battle. On a 5+, pick a friendly unit that is festering within and set it up wholly within 6" of that model. It can be set up in combat.


REGIMENT OF RENOWN
Saviours of Cinderfall
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.
REGIMENT OF RENOWN
Saviours of Cinderfall
INCLUSION

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

BATTLE PROFILE

Points: 290

Passive
DUTY BOUND: Hanniver Toll has assembled a formidable array of agents, bound by oath – or debt – to serve Sigmar unto death.

Effect: While every model in the same unit in the Regiment of Renown is contesting the same objective, add 1 to save rolls and ward rolls for that unit.

Once Per Battle (Army), Deployment Phase
SIGMAR’S JUSTICE: Callis, Toll and their companions are single-minded in their purpose: the elimination of a high-priority target.

Declare: Pick an enemy unit to be marked for justice. You can pick a unit that is in reserve.

Effect: For the rest of the battle, add 1 to wound rolls for combat attacks made by units in this Regiment of Renown that target a unit that is marked for justice.


REGIMENT OF RENOWN
Snerk’s Trogg-Fer-Hire
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.
REGIMENT OF RENOWN
Snerk’s Trogg-Fer-Hire

BATTLE PROFILE

Points: 220

Your Charge Phase
GO DAT WAY!: Snerk makes sure to give his troggoth mate a jab if they get distracted. Which they do. Often.

Declare: Pick the Dankhold Troggoth in this Regiment of Renown to be the target if it is within 12" of the Loonboss in this Regiment of Renown.

Effect: For the rest of the turn, the target can still use CHARGE abilities even if it used a RETREAT ability in the same turn.

Passive
TAKTIKAL COWERING: Snerk can usually be found hurling insults from behind his mate’s solid, regenerating body.

Effect: While the Loonboss in this Regiment of Renown is within the combat range of the Dankhold Troggoth in this Regiment of Renown:
  • That Loonboss has WARD (4+).
  • Each time you make a successful ward roll for that Loonboss, allocate 1 damage point to that Dankhold Troggoth after the damage sequence for that Loonboss has been resolved (ward rolls cannot be made for those damage points).


REGIMENT OF RENOWN
Stumblefoot Gargant
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…
REGIMENT OF RENOWN
Stumblefoot Gargant

BATTLE PROFILE

Points: 140

Once Per Turn (Army), Your Shooting Phase
PROJECTILE VOMIT: Better out than in, as they say…

Declare: Pick this unit to use this ability if it has not used a RAMPAGE ability this turn. Then, pick a point on the battlefield within 6" of this unit and pick all other units (friendly and enemy) within 3" of that point to be the targets.

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

Once Per Turn (Army), Any Combat Phase
BELLOWING MOCKERY: Drunken gargants often holler incoherent insults to aggravate and taunt.

Declare: Pick this unit to use this ability if it has not used a RAMPAGE ability this turn, then pick an enemy unit within this unit’s combat range to be the target.

Effect: Roll a dice. On a 3+, subtract 1 from hit rolls for the target’s attacks for the rest of the turn.
KEYWORDSRAMPAGE

Once Per Turn (Army), Any Charge Phase
WHAT’RE YOU LOOKIN’ AT?: Bleary eyes narrowed, the gargant picks a fight with a cocky-looking target.

Declare: Pick this unit to use this ability if it charged this turn and has not used a RAMPAGE ability this turn. Then, pick an enemy unit within 9" of this unit to be the target.

Effect: Roll 2D6. This unit can move a number of inches equal to the roll. It can pass through enemy models and must end that move in combat with the target.
KEYWORDSRAMPAGE


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

BATTLE PROFILE

Points: 320

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

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

Effect: The target can use 2 FIGHT abilities this phase. Each time it does so, if it is in combat with an enemy HERO, all of its attacks must target an enemy HERO. In addition, after the first FIGHT ability is used, the target has STRIKE-LAST for the rest of the turn.
Anti-X (+1 Rend)
Add 1 to this weapon’s Rend characteristic if the target has the keyword after ‘Anti-’ or fulfils the condition after ‘Anti-’. Multiples of this ability are cumulative. For example, if a weapon has both Anti-charge (+1 Rend) and Anti-HERO (+1 Rend), then add 2 to the Rend characteristic of the weapon for attacks that target a HERO that charged in the same turn.
Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.
Hit Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Hit characteristic, the attack scores a successful hit: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified hit rolls of 1 always fail. If an unmodified hit roll for an attack made with a weapon is a 6, that attack is a critical hit.

Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities).
Crit (Mortal)
If an attack made with this weapon scores a critical hit, that attack inflicts mortal damage on the target unit equal to the Damage characteristic of that weapon and the attack sequence ends.
Wound Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Wound characteristic, the attack successfully wounds: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified wound rolls of 1 always fail.
Companion
Unless otherwise specified, attacks made by this weapon are not affected by friendly abilities that modify hit rolls, wound rolls or weapon characteristics, except for those that apply negative modifiers (e.g. ‘Covering Fire’).
3.1 Regiments
Armies are made up of one or more regiments, each of which is led by a Hero. You must have at least 1 regiment in your army, and you can include a maximum of 5 regiments. To add a regiment, pick 1 HERO from your faction, then pick up to 3 non‑HERO units to accompany them.

Each HERO’s battle profile lists which units can be added to their regiment, and each non-HERO unit’s battle profile lists any relevant keywords it has. The battle profiles of some HEROES may say that they can be added to the regiment of another HERO in place of a non-HERO unit in that regiment.
Those HEROES can join an eligible regiment as a Lumineth Paragon.

Infantry Hero
6.0 Visibility
A target model is visible to another model (which we’ll call the ‘observing model’) if you can draw a straight line through the air (whether horizontal, diagonal or vertical) from any point on the observing model to any point on the target model that does not intersect any objects except for other models in the observing model’s unit. A target unit is visible to an observing unit if at least 1 model in the target unit is visible to at least 1 model in the observing unit. A model is always considered to be visible to itself.
If a rule or ability requires a target to be both within a given range of and visible to the unit using that ability, or to a model in that unit, both conditions must be met by the same model in the target. You could not, for instance, target a unit where one model is within range but not visible and another model is not in range but is visible.
  • If any part of another model can be seen by an observing model, both the target model and its unit are visible to that observing model.

In some cases, it might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes.
17.2 Mortal Damage
Some abilities inflict mortal damage. If an ability inflicts mortal damage on a unit, add that number of damage points to the unit’s damage pool for that ability (see 18.2 Allocating Damage).
7.0 Combat Range
Each model has a combat range that extends 3" horizontally from its base and any distance vertically from that circle to form a cylinder. The combat range of a unit extends 3" horizontally and any distance vertically from every model in that unit. Units from opposing armies that are within each other’s combat range and that are visible to each other are in combat with each other. When a unit that is not in combat enters the combat range of a visible enemy unit, it moves into combat.
A model is considered to be in combat with an enemy unit if that unit is within the model’s combat range and visible to it’

  • A unit’s combat range extends 3" out from every model in that unit.
  • If any enemy models are within a unit’s combat range and visible to it, that unit is in combat.
Universal Core Abilities - Movement Phase
Your Movement Phase
NORMAL MOVE: The warriors advance across the battlefield.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: That unit can move a distance up to its Move characteristic. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE

Your Movement Phase
RUN: The unit rushes into position.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Make a run roll of D6. That unit can move a distance up to its Move characteristic added to the run roll. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE, RUN

Your Movement Phase
RETREAT: The fighters disengage from combat, though at the cost of lowering their defences.

Declare: Pick a friendly unit that is in combat to use this ability.

Effect: Inflict D3 mortal damage on that unit. That unit can move a distance up to its Move characteristic. That unit can move through the combat ranges of any enemy units but cannot end that move within an enemy unit’s combat range.
KEYWORDSCORE, MOVE, RETREAT

14.3 Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

Combat attacks
Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.
Varinor, Rune of Strength
Varinor, Rune of Strength: Pick up to 2 friendly LUMINETH REALM-LORDS units for each instance of this rune depicted on your battle scripture to be the targets. Add 1 to run rolls and charge rolls for each target. In addition, the following enhanced effects apply:
  • While Ydriliqi, Rune of the River is depicted on your battle scripture, add 1 to wound rolls for each target’s combat attacks.
  • While Oreali, Rune of the Wind is depicted on your battle scripture, each target can use SHOOT and/or CHARGE abilities even if it used a RETREAT ability in the same turn.
18.1 Ward Saves
Units with the WARD keyword have the ‘Ward Save’ passive ability. The number after the WARD keyword indicates the ward value for the ward save. If a unit had WARD (5+), for example, its ward value would be 5. If a unit has more than one ward save, only the ward save with the lowest value applies to it; the other has no effect.

Passive
WARD SAVE: Whether through their uncanny reflexes, unnatural toughness or a source of mystical protection, these warriors can avoid otherwise lethal attacks.

Effect: In step 1 of the damage sequence (see 18.0), make a ward roll of D6 for each damage point in this unit’s damage pool. If the roll equals or exceeds this unit’s ward value, remove that damage point from the damage pool.

32.2 Objective Control
In the deployment phase after all Deployment Phase abilities have been used and at the end of each turn, follow this sequence for each objective in an order chosen by the active player:
  1. Starting with the active player, each player determines the control score of each of their units that is contesting that objective. A unit’s control score is the combined Control characteristics of all the models in that unit that are contesting the objective. Some abilities modify a unit’s control score, but it cannot be reduced to less than 1.
  2. Each player adds up the control scores of all of their units contesting that objective. This is their army control score for that objective.
  3. The players compare their army control scores for that objective. If one player’s score is higher, that player gains control of that objective. Once a player gains control of an objective, it remains under their control until their opponent gains control of it.

Sometimes objective markers get accidentally nudged while you are moving models around. This is perfectly fine - just remember to put them back in their proper positions when determining objective control.
2.0 Spells
The declare step of each spell will tell you to make a casting roll of 2D6. If the roll does not equal or exceed the spell’s casting value (at the top-right corner of the spell), the spell fails and its effect is not resolved.

If the unmodified casting roll includes 2 or more rolls of 1, the spell is miscast: the spell fails, its effect is not resolved, D3 mortal damage is inflicted on the WIZARD that used it, and that WIZARD cannot use any more spells in that phase.

Enemy reactions can only be used if the casting roll equals or exceeds the spell’s casting value. So long as the spell is not unbound (see 4.0), then it is successfully cast: resolve its effect.

EXAMPLE SPELL
Your Hero Phase
6
MYSTIC SHIELD: The caster's allies are bathed in an unearthly glow that protects them from harm.

Declare: Pick a visible friendly unit wholly within 12" of this WIZARD to be the target. Then, make a casting roll of 2D6.

Effect: The target has WARD (6+) this turn.
KEYWORDSSPELL

Once Per Battle Round (Army), Start of Battle Round
DEPICT RUNE: The Lumineth magically inscribe runes of power into the lands themselves to enhance their armies and heal the realms of Chaos corruption.

Effect: Pick 1 of the following runes to depict on your battle scripture. The effect and conditional enhanced effects of that rune last for the rest of the battle round. Each rune remains on your battle scripture for the rest of the battle or until it is removed or replaced by another ability.

Varinor, Rune of Strength: Pick up to 2 friendly LUMINETH REALM-LORDS units for each instance of this rune depicted on your battle scripture to be the targets. Add 1 to run rolls and charge rolls for each target. In addition, the following enhanced effects apply:
  • While Ydriliqi, Rune of the River is depicted on your battle scripture, add 1 to wound rolls for each target’s combat attacks.
  • While Oreali, Rune of the Wind is depicted on your battle scripture, each target can use SHOOT and/or CHARGE abilities even if it used a RETREAT ability in the same turn.
Alaithi, Rune of the Mountain: Pick up to 2 friendly LUMINETH REALM-LORDS units for each instance of this rune depicted on your battle scripture to be the targets. Each target has WARD (5+). In addition, the following enhanced effects apply:
  • While Varinor, Rune of Strength is depicted on your battle scripture, the targets’ melee weapons have Anti-charge (+1 Rend).
  • While Ydriliqi, Rune of the River is depicted on your battle scripture, subtract 1 from wound rolls for attacks made by enemy units while they are in combat with any of the targets.
Ydriliqi, Rune of the River: Pick up to 2 friendly LUMINETH REALM-LORDS units for each instance of this rune depicted on your battle scripture to be the targets. Subtract 2 from charge rolls for enemy units while they are within 12" of any of the targets. In addition, the following enhanced effects apply:
  • While Alaithi, Rune of the Mountain is depicted on your battle scripture, ignore negative modifiers to hit rolls and wound rolls for attacks made by the targets.
  • If Oreali, Rune of the Wind is depicted on your battle scripture, each target can immediately move up to 3". They can pass through the combat ranges of enemy units and can end that move in combat.
Oreali, Rune of the Wind: Pick up to 2 friendly LUMINETH REALM-LORDS units for each instance of this rune depicted on your battle scripture to be the targets. Subtract 1 from hit rolls for attacks made by enemy units while they are in combat with any of the targets. In addition, the following enhanced effects apply:
  • While Varinor, Rune of Strength is depicted on your battle scripture, add 4" to each target’s Move characteristic.
  • While Alaithi, Rune of the Mountain is depicted on your battle scripture, add 5 to each target’s control score.
Thalari, Rune of the Zenith: Add 2 to casting rolls for friendly LUMINETH REALM-LORDS units. In addition, if you have 4 or more unique runes depicted on your battle scripture, add 4" to the Move characteristic of friendly LUMINETH REALM-LORDS units and friendly LUMINETH REALM-LORDS units’ attacks score critical hits on unmodified hit rolls of 5+.

Designer’s Note: We recommend noting the runes you have inscribed in each battle round on a piece of paper to keep track of which are currently depicted on your battle scripture. Feel free to note them by type (Strength, River, Mountain etc.), by initial (each has a different first letter) or, if you are feeling particularly adventurous, you can try your hand at aelven calligraphy and learn to draw each rune!
15.3 Pile-in Moves
Some abilities, such as FIGHT abilities, allow a unit to make a short move called a pile-in move to get into a better position for combat. To do so:

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

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

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

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

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

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

Abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST or STRIKE-LAST constraints, so you could not pick a unit with STRIKE-LAST to fight immediately after a unit with STRIKE-FIRST.
1.0 Wizards and Priests
WIZARDS are special units that can cast spells, and PRIESTS are special units that can chant prayers. Spells and prayers are powerful abilities that can have a dramatic impact on the battle.

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

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

32.0 Objectives
Many battleplans award victory points for controlling objectives, which are represented by objective markers. Unless otherwise specified, objective markers are round and 40mm wide. Models can move over and end their moves on objective markers. If an objective marker is on the border between territories, it is within all those territories but wholly within none of them. Objective markers don’t block visibility.
Passive
FLY: Soaring above the battlefield, this unit can reach destinations that are inaccessible to other troops.

Effect: As this unit moves, it ignores other models, terrain features and the combat ranges of enemy units. It cannot end its move in combat unless specified in the ability that allowed it to move. Ignore any vertical distance moved for this unit.
32.1 Contesting Objectives
Unless otherwise specified, if an objective is within a model’s combat range, that model is contesting that objective. If any models in a unit are contesting an objective, that unit is contesting that objective.

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

Designer’s Note: For purposes other than determining objective control, a unit can contest more than one objective.

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

Save Roll
The commander of the target unit rolls a dice, subtracting the attacking weapon’s Rend characteristic from the roll. Unmodified save rolls of 1 always fail. If the roll equals or exceeds the Save characteristic of the target unit, the attack fails and the attack sequence ends. If not, it is a successful attack: move on to the next step.
Crit (Auto-wound)
If an attack made with this weapon scores a critical hit, that attack automatically wounds the target. Make a save roll as normal.
1.1 Power Level
Each WIZARD and PRIEST has a power level shown after the keyword, e.g. WIZARD (2). A WIZARD’s casting power level determines how many Spell abilities they can use per phase. A PRIEST’s chanting power level determines how many PRAYER abilities they can use per phase.

MULTIPLE POWER LEVELS
  • If an ability references a unit’s power level and that unit has more than one power level, use whichever power level is higher.
  • If an ability modifies a unit’s power level and that unit has more than one power level, it modifies both.
21.0 Healing
Some abilities allow you to heal a unit. To heal a unit, remove a number of damage points from the unit equal to the number in brackets after ‘Heal’, e.g. Heal (2).

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

Shooting attacks
Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).
Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.

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

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

Passive
FLY: Soaring above the battlefield, this unit can reach destinations that are inaccessible to other troops.

Effect: As this unit moves, it ignores other models, terrain features and the combat ranges of enemy units. It cannot end its move in combat unless specified in the ability that allowed it to move. Ignore any vertical distance moved for this unit.


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

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

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

Ydriliqi, Rune of the River
Ydriliqi, Rune of the River: Pick up to 2 friendly LUMINETH REALM-LORDS units for each instance of this rune depicted on your battle scripture to be the targets. Subtract 2 from charge rolls for enemy units while they are within 12" of any of the targets. In addition, the following enhanced effects apply:
  • While Alaithi, Rune of the Mountain is depicted on your battle scripture, ignore negative modifiers to hit rolls and wound rolls for attacks made by the targets.
  • If Oreali, Rune of the Wind is depicted on your battle scripture, each target can immediately move up to 3". They can pass through the combat ranges of enemy units and can end that move in combat.
Alaithi, Rune of the Mountain
Alaithi, Rune of the Mountain: Pick up to 2 friendly LUMINETH REALM-LORDS units for each instance of this rune depicted on your battle scripture to be the targets. Each target has WARD (5+). In addition, the following enhanced effects apply:
  • While Varinor, Rune of Strength is depicted on your battle scripture, the targets’ melee weapons have Anti-charge (+1 Rend).
  • While Ydriliqi, Rune of the River is depicted on your battle scripture, subtract 1 from wound rolls for attacks made by enemy units while they are in combat with any of the targets.
Oreali, Rune of the Wind
Oreali, Rune of the Wind: Pick up to 2 friendly LUMINETH REALM-LORDS units for each instance of this rune depicted on your battle scripture to be the targets. Subtract 1 from hit rolls for attacks made by enemy units while they are in combat with any of the targets. In addition, the following enhanced effects apply:
  • While Varinor, Rune of Strength is depicted on your battle scripture, add 4" to each target’s Move characteristic.
  • While Alaithi, Rune of the Mountain is depicted on your battle scripture, add 5 to each target’s control score.
1.5 Faction Terrain
Some factions have special terrain features called faction terrain features. Faction terrain features have their own warscrolls. They are not considered to be units, with the following exceptions:
  • In the combat phase, they are treated as if they were units for the purposes of movement, combat range and being in combat. Units can finish a charge move within ½" of an enemy faction terrain feature as if it were a unit.
  • They are affected by all enemy abilities as if they were units.
  • They can be damaged in the same manner as units. However, when they are removed from play, they count as being demolished instead of slain or destroyed (this means that they do not count as destroyed units for the purposes of abilities, scoring battle tactics etc.).
  • Faction terrain features cannot contest objectives even while they are garrisoned.
  • If a terrain feature has any melee or ranged weapons, it can use the ‘Fight’ and ‘ShootCORE abilities as if it were a unit.
  • Terrain features that have a Move characteristic of 0" (‘-’) cannot move (note that pile-in moves are a type of move).
  • Faction terrain features with a Move characteristic greater than ‘-’ are treated as if they were units in all phases for the purposes of movement, combat range, being in combat and setting up terrain features, other manifestations and other units.

Some faction terrain features allow you to place a unit on them (this will be clearly specified in that terrain feature’s rules). When doing so, instead of measuring range or visibility to and from the unit that is on that terrain feature, measure to and from the terrain feature instead. Unless otherwise specified, units on a faction terrain feature cannot use FIGHT abilities.

If a unit placed on a terrain feature is removed from it (e.g. if an ability removes them from the battlefield), that unit counts as having left that terrain feature and loses any special role or benefits it had as a result of being placed on it.

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.
Crit (2 Hits)
If an attack made with this weapon scores a critical hit, that attack scores 2 hits on the target unit instead of 1. Make a wound roll for each hit.
Any Hero Phase
1
RALLY: With an inspiring call to action, wounded soldiers get a second wind and fresh troops take the field to replace their fallen comrades.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Make 6 rally rolls of D6. For each 4+, you receive 1 rally point. Rally points can be spent in the following ways:
  • For each rally point spent, Heal (1) that unit.
  • You can spend a number of rally points equal to the Health characteristic of that unit to return a slain model to that unit.
You can spend the rally points in any combination of the above. Unspent rally points are then lost.
24.2 Replacement Units
Some abilities allow you to set up a replacement unit. When setting up that unit, it should have the same warscroll type, weapon options and number of models as the original unit, unless otherwise specified in the ability. Many of these abilities specify the proportion of models in the replacement unit (e.g. half the number of models from the original unit). In these cases, you can pick which models from the original unit are set up.

The replacement unit is otherwise treated as a new unit; any keywords or abilities the original unit gained during the battle, and any persisting effects that applied to it, do not apply to the replacement unit. Each unit can only be replaced once, and you cannot replace replacement units.

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:

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

Declare: Pick a friendly WIZARD or PRIEST to use this ability, pick a MANIFESTATION within 30" of them that was not summoned this turn to be the target, then make a banishment roll of 2D6. Add 1 to the banishment roll for each additional enemy MANIFESTATION on the battlefield after the first. You cannot pick the same MANIFESTATION to be the target of this ability more than once per turn.

Effect: If the banishment roll equals or exceeds the banishment value listed on the MANIFESTATION’s warscroll, it is banished and removed from play.
KEYWORDSBANISH

Universal Core Abilities - Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

1.0 Champions
Units with the CHAMPION keyword have one or more champion models. If there is a number after the CHAMPION keyword, that number indicates the proportion of models in that unit that can be champions. In any other case, 1 model in the unit can be a champion. Units with the CHAMPION keyword have the following passive ability:

Passive
CHAMPION: A veteran fighter leads the charge.

Effect: Add 1 to the Attacks characteristic of weapons used by champions in this unit.

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

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

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

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

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

The SCINARI and HERO keywords are used in the following Lumineth Realm-lords warscrolls:

3.3 Reinforced Units
When you add a unit to your army roster, you can add it as a reinforced unit. A reinforced unit has twice as many models as its minimum unit size and costs twice as many points. If a unit has a minimum unit size of 1, it cannot be reinforced. In addition, some units with a unit size of more than 1 can not be reinforced. This will be noted on their battle profile.
18.2 Allocating Damage
After resolving the effect of any ability that inflicts damage points (whether via attacks, mortal damage or both), you must allocate the damage points.

When allocating damage points to a unit, the damage points in its damage pool are allocated to it one at a time. Each time the number of damage points allocated to the unit equals the Health characteristic of that unit, 1 model in that unit is slain (and removed from play) and the number of damage points allocated to that unit is reset to 0. Keep allocating damage points until there are none left in the damage pool.

If the number of damage points allocated to a unit is not enough to slay a model, keep track of the number of damage points currently allocated to the unit (most players place a dice or markers next to the unit). While a unit has any damage points allocated to it, it is damaged.
Cover
Subtract 1 from hit rolls for attacks that target a unit that is behind or wholly on this terrain feature, unless that unit charged this turn or has the FLY keyword.
Impassable
Models cannot move across, be set up on or end moves on any part of this terrain feature.
18.4 Destroyed Units
When the last model in a unit is slain, the unit is destroyed and all remaining damage points inflicted on that unit have no effect. Similarly, if something causes a unit to be destroyed, all models in the unit are slain and removed from play.
16.0 Picking Targets
When declaring an ATTACK ability for a unit, you must pick the target unit(s) for its attacks. The number of attacks each model can make is equal to the Attacks characteristic of the weapons it is using. In most cases, models attack with every weapon on their warscroll (melee weapons for combat attacks, ranged weapons for shooting attacks), though some warscrolls specify that certain models in the unit are armed with special weapons or that the unit must pick between multiple weapons when it attacks.

If the unit is in combat, it can only target units that are in combat with it. If a model has more than one attack, you can split the attacks between eligible targets as you wish.
  • Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.

  • Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).
Your Shooting Phase
SHOOT: The warriors take aim and unleash a deadly volley.

Declare: Pick a friendly unit that has not used a RUN or RETREAT ability this turn to use this ability. Then, pick one or more enemy units as the target(s) of that unit’s attacks (see 16.0).

Effect: Resolve shooting attacks against the target unit(s).
KEYWORDSCORE, ATTACK, SHOOT
Any Combat Phase
FIGHT: Locked in a deadly melee, the fighters strike out at their foes.

Declare: Pick a friendly unit that is in combat or that charged this turn to use this ability. That unit can make a pile-in move. Then, if that unit is in combat, you must pick one or more enemy units as the target(s) of that unit’s attacks.

Effect: Resolve combat attacks against the target unit(s).
KEYWORDSCORE, ATTACK, FIGHT
7.0 Manifestations
There are two types of manifestation: endless spells, which can be summoned by WIZARDS, and invocations, which can be summoned by PRIESTS. Each manifestation has its own warscroll, and the spell or prayer that allows that manifestation to be summoned will be found in the appropriate manifestation lore. No more than 1 friendly WIZARD or PRIEST can attempt to summon the same manifestation per turn, and a friendly WIZARD or PRIEST cannot attempt to summon a friendly manifestation that was removed from play in the same turn.
ALL MANIFESTATIONS
Models can move through them but cannot end a move on them.
Units can finish a charge move within ½" of an enemy manifestation instead of within ½" of an enemy unit.
They can be damaged and destroyed as if they were units but do not count as destroyed units for the purposes of battle tactics and abilities.
They are affected by all enemy abilities as if they were units.
They can use CORE abilities as if they were units, and they can use abilities on their warscroll. Unless specified otherwise, they cannot use and are not affected by any other friendly abilities, and they do not count as units for the purposes of battle tactics or friendly abilities.
They can only use the ‘Shoot’ or ‘Fight’ abilities if they have weapons of the appropriate type.
MANIFESTATIONS WITH A MOVE CHARACTERISTIC OF ‘-’
They cannot move.
They only count as being in combat in the combat phase, and enemy units only count as being in combat with them in the combat phase.
MANIFESTATIONS WITH A MOVE CHARACTERISTIC GREATER THAN ‘-’
They are treated as if they were units for the purposes of movement, combat range, being in combat and setting up terrain features, other manifestations and other units.

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

Unbind
Reaction: Opponent declared a SPELL ability
UNBIND: The wizard saps the energy from an enemy’s spell, nullifying its effects.

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

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

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

Endless Spell

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

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

  • You cannot include more than one Regiment of Renown in your army unless otherwise specified in the notes column of that regiment’s battle profile.
  • Units in a Regiment of Renown cannot use (but can be picked as the target of, if otherwise eligible) any faction rules from the faction they are allied into, including enhancements and lores.
  • If an ability allows you to set up a replacement unit (Core Rules, 24.2) for a unit in a Regiment of Renown, that unit also counts as being part of that Regiment of Renown.

The MEGA-GARGANT keyword is used in the following Sons of Behemat warscrolls:

Roll-off
If you are instructed to roll off, each player should roll a dice. Whichever player has a higher roll wins the roll-off. If the result is a tie, each player should roll off again until there is a clear winner, unless otherwise specified.
24.1 Reserve Units
Some abilities allow you to set up units in reserve. These units are placed to one side instead of being set up on the battlefield. At the start of the fourth battle round, units that were set up in reserve using a DEPLOY ability and that are still in reserve are destroyed.

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

13.1 Fight Abilities
Abilities with the FIGHT keyword follow a different sequence to other abilities. When the players are using
Combat Phase
abilities as described in 13.0, they cannot use FIGHT abilities.

After the players have finished using
Combat Phase
abilities that are not FIGHT abilities, they must alternate picking 1 eligible unit to use a FIGHT ability, starting with the active player. Each unit in combat must use a FIGHT ability if it is able to.

Once a player has no more units that are eligible to use a FIGHT ability, the other player continues to pick units that are eligible to use a FIGHT ability, one after another, until there are no more units that are eligible to use a FIGHT ability.

  • The active player uses Combat Phase abilities that are not FIGHT abilities, then the opponent does the same.
  • Players alternate picking a unit to use a FIGHT ability, starting with the active player.
  • Each unit must use a FIGHT ability if it is able to.
3.0 Prayers
The declare step of each prayer will tell you to make a chanting roll of D6. On an unmodified chanting roll of 1, the prayer fails, its effect is not resolved and you must remove D3 ritual points from the PRIEST using the prayer.

Otherwise, pick one of the following
  • Give a number of ritual points to the PRIEST equal to the chanting roll (ritual points can be accumulated over multiple turns).
  • Add the PRIEST’s ritual points to the chanting roll. If the chanting roll equals or exceeds the prayer’s chanting value (at the top-right corner of the prayer), it is answered: resolve the effect of the prayer, then reset the PRIEST’s ritual points total to 0.

All PRIESTS know the following prayer:
Your Hero Phase
SACRED RITES: The priest focuses on safely setting their ritual into motion.

Declare: Pick a friendly PRIEST to use this ability, then make a chanting roll of D6. On an unmodified chanting roll of 1, remove 1 ritual point from that PRIEST instead of D3.

Effect: Give a number to ritual points to the PRIEST equal to the unmodified chanting roll and do not reset the PRIEST’s ritual points to 0.
KEYWORDSPRAYER, UNLIMITED



EXAMPLE PRAYER
Once Per Battle, Your Hero Phase
7
RESURRECTION: A fallen hero is brought back from death, their vitality fully restored.

Declare: Make a chanting roll of D6.

Effect: Pick a friendly INFANTRY HERO that has been slain and return them to the battlefield. Set up that HERO wholly within 3" of this PRIEST.
KEYWORDSPRAYER

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