D VRN 8 Fe DAk Ro 5 Hwi
D VRN 8 Fe DAk Ro 5 Hwi
D VRN 8 Fe DAk Ro 5 Hwi
LUMINETH
REALM-LORDS
BATTLE TRAITS
Lumineth Realm-lords armies can use the following abilities:
July 2024
BATTLE FORMATIONS
You can pick 1 of the following battle formations for a Lumineth Realm-lords army. Each
battle formation grants a different ability you can use in the battle.
Passive Passive
VANARI BRILLIANCE: When the LORE OF THE SCINARI: In towering
warriors in a Vanari Battlehost stand crystal spires, the mages of the Scinari
together, they radiate a dazzling light that caste seek enlightenment by contemplating
protects them from their foes. the nature of magic itself. When they bring
their hard-won learnings to the battlefield,
Effect: You can use the ‘Power of Hysh’ their power is terrifying to behold.
ability in addition to the other Facet of
War ability used during the battle round. Effect: You can use the ‘Deep Thinkers’
ability in addition to the other Facet of
War ability used during the battle round.
Passive Passive
ALARITH FORTITUDE: The Lumineth GRACE OF THE HURAKAN: Swift and
of an Alarith temple can turn aside enemy deadly are the warriors of the Hurakan
blows by making their skin become as hard temples, supplicants of Hysh’s glorious
and unyielding as stone. winds. They move with the speed of a
howling gale, long hair whipping in the
Effect: You can use the ‘Enduring as rushing air currents.
Rock’ ability in addition to the other
Facet of War ability used during the Effect: You can use the ‘Move Like the
battle round. Wind’ ability in addition to the other
Facet of War ability used during the
battle round.
July 2024
HEROIC TRAITS
LORDS OF BRILLIANCE (Hero only)
Reaction: You declared the ‘Redeploy’ Once Per Battle, Any Combat Phase
command for a friendly Lumineth PERFECT STRIKE: This hero can
Realm-lords unit wholly within 12" of unleash their might in one deadly attack.
this unit
MASTERFUL TACTICIAN: This hero Declare: Pick an enemy unit in combat
quickly redirects the warriors under with this unit to be the target.
their command to plug a gap or exploit a
weakness in the enemy line. Effect: Inflict D3+3 mortal damage on
the target.
Effect: If you roll a 1-3 when determining Keywords Core, Attack, Fight
the distance that unit can move, you can
use a value of 4 instead. Once Per Battle, Reaction: You declared
the ‘Charge’ ability or a Spell ability for
this unit
PARAGON OF HYSH: This hero has
travelled throughout Hysh and is a scholar
of each aspect of Lumineth society.
Effect: You can re-roll the charge roll or
casting roll for that ability.
ARTEFACTS OF POWER
HEIRLOOMS OF HYSH (Hero only)
Passive Passive
PHOENIX STONE: This ancient crystal SILVER WAND: This slender wand is
shatters when the bearer is slain, surging covered with winding Lumineth runes.
with healing energy and giving them a
second chance. Effect: If this unit is not a Wizard, it
has Wizard (1). Otherwise, add 1 to this
Effect: If this unit would be destroyed, unit’s power level.
before removing it from play, roll a dice.
On a 3+, this unit is not destroyed and Once Per Battle, Your Movement Phase
any remaining damage points inflicted on WAYSTONE: This small sliver of dark
it have no effect. Then, Heal (1) this unit. rock hovers above the bearer’s outstretched
This unit cannot use this ability again for palm, leading them along hidden paths
the rest of the battle. towards that which they desire.
Effect: Remove this unit from the
battlefield and set it up again on the
battlefield more than 9" from all
enemy units.
Keywords Core
July 2024
SPELL LORE
LORE OF HYSH
July 2024
MANIFESTATION LORE
MANIFESTATIONS OF HYSH
Your Hero Phase 4 Your Hero Phase 7
SUMMON SANCTUM OF SUMMON RUNE OF
AMYNTOK: The ground splits around PETRIFICATION: The caster calls forth
the mage, and the life force of the realm a hovering sigil ripped from the crust of the
springs forth as a crackling shield. realm underfoot.
July 2024
July 2024
MOV E
16 5+ ARCHMAGE TECLIS
S AV E
HE
CO
10 AND CELENNAR, SPIRIT OF HYSH
N T ROL
Passive Passive
BATTLE DAMAGED ARCHMAGE: Teclis’s powerful magic
Effect: While this unit has 10 or more pours from him in cascades, calling forth
damage points, the Attacks characteristic or nullifying the most potent of spells.
of Celennar’s Moonbright Talons is 3.
Effect: Instead of making a casting roll
for this unit, you can use a value of 10
Passive
for the roll that cannot be modified.
AURA OF CELENNAR: Celennar grants In addition, instead of making an
arcane knowledge to nearby allies. unbinding roll or banishment roll for this
Effect: Add 1 to casting rolls for other unit, you can use a value of 8 for the roll
friendly Lumineth Realm-lords that cannot be modified.
Wizards while they are wholly within
12" of this unit. Your Hero Phase 10
STOR M OF SEARING WHITE
Once Per Turn (Army), Any Combat Phase LIGHT: Beams of light shoot out from
SPIRIT OF THE MOON: Celennar has Teclis’s forehead to bisect nearby foes.
a disquieting presence that can leave the Declare: Pick any number of different
boldest of warriors quivering in their boots. visible enemy units within 18" of this unit
Declare: Pick an enemy unit in combat to be the targets, then make a casting roll
with this unit to be the target. of 2D6 (see the ‘Archmage’ ability).
Effect: Roll a dice. On a 3+, the target Effect: Roll a D3 for each target. On a 2+,
cannot use commands for the rest of inflict an amount of mortal damage on
the turn. the target equal to the roll.
Keywords Spell
Keywords Rampage
MOV E
THE LIGHT OF
A LT H
6 3+
S AV E
ELTHARION
HE
CO
2
N T ROL
Passive Passive
SPIRIT AR MOUR: Instead of protecting SUPREME SWORDMASTER: The Light
a body of flesh and blood, this armour of Eltharion is a consummate warrior
houses the undying spirit of the mighty and one of the greatest swordmasters of
warrior Eltharion. Though animated by all time.
the Light of Eltharion, it is essentially
hollow – even a penetrating thrust Effect: Ignore negative modifiers to
may simply pass through the glowing hit rolls and wound rolls for this unit’s
form within. attacks. In addition, ignore negative
modifiers to the characteristics of this
Effect: Ignore all modifiers to save rolls unit’s melee weapons.
for this unit (positive and negative).
MOV E
7 3+ LYRIOR UTHRALLE
S AV E
HE
CO
2 WARDEN OF YMETRICA
N T ROL
MOV E
VANARI
A LT H
7 3+
S AV E
LORD REGENT
HE
CO
2
N T ROL
Once Per Battle, Your Hero Phase Once Per Battle, Your Charge Phase
PUREST AETHERQUARTZ: Lord CHARGE OF THE LUMINETH: The
Regents carry a reserve of fine aetherquartz Lord Regent leads a united cavalry charge
that burns with the brilliance of Hysh. crashing into the enemy ranks.
Effect: For the rest of the turn, add 1 to Declare: Pick this unit and up to 2
casting rolls for this unit and subtract friendly Vanari Dawnriders units within
1 from hit rolls for attacks that target this unit’s combat range to be the targets.
this unit.
Effect: You can re-roll charge rolls for
the targets for the rest of the turn. In
addition, if a target charges this phase,
add 1 to the Attacks characteristic of that
target’s weapons for the rest of the turn.
MOV E
VANARI AURALAN
A LT H
1 5+
S AV E
SENTINELS
HE
CO
1
N T ROL
Infantry, Champion
KEYWORDS
Order, Lumineth Realm-lords, Aelf, Vanari
July 2024
MOV E
VANARI
A LT H
5 3+
S AV E
BANNERBLADE
HE
CO
5
N T ROL
Passive
WORLD BANNER: This mighty
standard is adorned with symbols of great
importance to the Lumineth.
Effect: Add 3 to the control scores of
other friendly Lumineth Realm-lords
units while they are wholly within 18" of
this unit.
Hero, Infantry
KEYWORDS
Order, Lumineth Realm-lords, Aelf, Vanari
July 2024
MOV E
VANARI AURALAN
A LT H
1 4+
S AV E
WARDENS
HE
CO
1
N T ROL
Infantry, Champion
KEYWORDS
Order, Lumineth Realm-lords, Aelf, Vanari
July 2024
MOV E
VANARI
A LT H
3 3+
S AV E
DAWNRIDERS
HE
CO
1
N T ROL
MOV E
SCINARI
A LT H
5 6+
S AV E
CATHALLAR
HE
CO
2
N T ROL
MOV E
VANARI STARSHARD
A LT H
5 5+
S AV E
BALLISTA
HE
CO
2
N T ROL
War Machine
KEYWORDS
Order, Lumineth Realm-lords, Vanari
July 2024
MOV E
SCINARI
A LT H
5 5+
S AV E
ENLIGHTENER
HE
CO
2
N T ROL
MOV E
SCINARI
A LT H
5 5+
S AV E
CALLIGRAVE
HE
CO
2
N T ROL
MOV E
SCINARI
A LT H
5 4+
S AV E
LORESEEKER
HE
CO
2
N T ROL
MOV E
VANARI
A LT H
2 4+
S AV E
BLADELORDS
HE
CO
1
N T ROL
Passive Passive
SWORDMASTERS: Vanari Bladelords GUARDIANS: Bladelords are tasked with
adopt different fighting styles depending protecting the Scinari from harm.
upon the nature of their opponents.
Effect: While any friendly Scinari
Effect: Each time this unit uses a Fight Heroes are wholly within this unit’s
ability, you must pick either the Perfect combat range, both this unit and those
Strike or Flurry of Blows weapon friendly units have Ward (5+).
characteristics for all the attacks it makes
with its Sunmetal Blades.
In addition, do not use the attack
sequence for an attack made with Perfect
Strike. Instead, roll a dice. On a 2+, inflict
1 mortal damage on the target.
Infantry, Champion
KEYWORDS
Order, Lumineth Realm-lords, Aelf, Vanari
July 2024
MOV E
• LUMINETH REALM-LORDS WARSCROLL •
6"
ELLANIA AND
A LT H
8 4+
S AV E
ELLATHOR
HE
CO
4 ECLIPSIAN WARSAGES
N T ROL
MOV E
ALARITH
A LT H
5 4+
S AV E
STONEMAGE
HE
CO
2
N T ROL
MOV E
ALARITH
A LT H
2 4+
S AV E
STONEGUARD
HE
CO
1
N T ROL
Passive
FORTITUDE OF THE EARTH: When
the Stoneguard adopt an unyielding
martial stance around a site of power,
even the most ferocious assaults cannot
break them.
Effect: This unit has Ward (5+) while all
of its models are contesting an objective
you control.
MOV E
16 3+ AVALENOR
S AV E
HE
CO
5 THE STONEHEART KING
N T ROL
MOV E
ALARITH SPIRIT
A LT H
14 3+
S AV E
OF THE MOUNTAIN
HE
CO
5
N T ROL
MOV E
HURAKAN
A LT H
5 5+
S AV E
WINDMAGE
HE
CO
2
N T ROL
MOV E
10 4+ SEVIRETH
S AV E
HE
CO
5 LORD OF THE SEVENTH WIND
N T ROL
Passive Passive
THE LIVING GALE: The cyclonic SPIRIT OF THE WIND: A Spirit of the
currents surrounding Sevireth make it Wind and its disciples never remain in one
near impossible to target him from afar. place for long.
Effect: This unit cannot be targeted by Effect: While friendly Hurakan
shooting attacks made by enemy units units are wholly within 12" of this unit,
that are more than 9" from this unit. they can use Shoot and/or Charge
abilities even if they used a Run or
Once Per Turn (Army), Any Combat Phase Retreat ability in the same turn and
SEARING DESERT WINDS: Sevireth no mortal damage is inflicted on them by
is the lord of burning-hot and parching Retreat abilities.
desert winds. If Sevireth whirls around
a foe for long enough, only desiccated
corpses are left in his wake.
Declare: Pick up to 3 different enemy
units in combat with this unit to be
the targets.
Effect: Roll a D3 for each target. On a 2+,
inflict an amount of mortal damage on
the target equal to the roll and subtract 1
from wound rolls for the target’s attacks
for the rest of the turn.
Keywords Rampage
MOV E
HURAKAN
A LT H
3 4+
S AV E
WINDCHARGERS
HE
CO
1
N T ROL
Passive
WINDCHARGER ARROWS:
Windcharger arrows are guided to their
target by aelementor winds.
Effect: Ward rolls cannot be made for
damage points inflicted by this unit’s
shooting attacks.
MOV E
HURAKAN SPIRIT
A LT H
8 4+
S AV E
OF THE WIND
HE
CO
5
N T ROL
MOV E
YDRILAN
A LT H
1 5+
S AV E
RIVERBLADES
HE
CO
1
N T ROL
MOV E
HYSHIAN
A LT H
5 4+
S AV E
TWINSTONES
HE
B
AN
7+ T
ISH MEN
Passive
RESERVOIR OF POWER: The
Twinstones glow brighter with each spell
cast, forming a reservoir from which the
Lumineth can draw greater power.
Effect: Add 1 to casting rolls for
friendly Lumineth Realm-lords
units while they are wholly within 6" of
this Manifestation.
MOV E
RUNE OF
A LT H
6 4+
S AV E
PETRIFICATION
HE
B
AN
7+ T
ISH MEN
MOV E
SANCTUM OF
A LT H
- -
S AV E
AMYNTOK
HE
B
AN
7+ T
ISH MEN
Passive
SIGIL OF YNGRA: The sanctum turns
baleful spells and attacks into flashes of
blinding light.
Effect: While the unit that was picked to
be the target of the ‘Summon Sanctum
of Amyntok’ ability is inside the ring
formed by this Manifestation:
• That unit has Ward (4+).
• If that unit is a Wizard, add 1 to that
unit’s power level.
• Instead of measuring range or
visibility to that unit, measure to this
Manifestation instead.
• This Manifestation cannot be picked
to be the target of abilities other than
Banish abilities.
• If that unit uses a Move ability, makes
a pile-in move or is removed from the
battlefield, this Manifestation is
removed from play.
MOV E
-
• LUMINETH REALM-LORDS WARSCROLL •
A LT H
12 3+
S AV E
SHRINE LUMINOR
HE
CO
-
N T ROL
‘We have already peered into the darkness of the soul. Our duty
spurs no fear in us – only resolve.’
– Asa’nai, the Veiled Sage
BATTLE TRAITS
Once Per Battle Round, Start of Battle Round Once Per Turn (Army), Your Hero Phase
FACETS OF WAR: The arts of war practised by the POWER OF HYSH: Vanari can use their innate
Lumineth are subtle, precise and devastating. arcane abilities to empower their sunmetal weapons.
Effect: You must use this ability at the start of the Declare: Pick a friendly unit.
battle round. Pick 1 Facet of War ability. That
Facet of War ability can be used this battle round Effect: Roll a dice. On a 2+, until the start of your
but the other two cannot. next turn, attacks made by that unit score critical hits
on unmodified hit rolls of 5+.
Once Per Phase (Army), Reaction: Opponent declared an Keywords Facet of War
Attack ability
SHINING COMPANY: Numinous light shines Passive
from this aelven formation, bedazzling the foe. LIGHTNING REACTIONS: Lumineth possess a
natural alacrity beyond that of most rivals.
Used By: A friendly unit targeted by that Attack
ability and that has not made a pile-in move this turn. Effect: When players are alternating picking units
to use a Fight ability, when it is your turn to pick a
Effect: Subtract 1 from hit rolls for the attacks that unit, you can pick 2 units instead of 1. Resolve the
target that friendly unit. second Fight ability immediately after the first.
Keywords Facet of War Keywords Facet of War
Effect: Remove your general from the battlefield and Declare: Pick a visible friendly unit wholly within
set them up again anywhere on the battlefield more 18" of your general, then make a casting roll of 2D6.
than 6" from all enemy units.
Effect: On a 5+, double the Move characteristic of
that unit until the start of your next turn.
Keywords Core
MOVE
• SPEARHEAD WARSCROLL •
6"
SCINARI CATHALLAR
HEALTH
5 6+
SAVE
2 MELEE WEAPONS Attacks Hit Wound Rend Damage Ability
CONTROL
Despairing Touch 3 3+ 4+ - D3 -
2 4+
SAVE
1 MELEE WEAPONS Attacks Hit Wound Rend Damage Ability
CONTROL
Sunmetal Greatblade: Perfect Strike 1 See below -
Crit (Mortal),
Bladelords are amongst the most Sunmetal Greatblade: Flurry of Blows 3 3+ 4+ 1 1 Anti-Infantry
elite Lumineth warriors. Each (+1 Rend)
has formed a deep connection
with the essence of their weapon
and views combat as a series of Passive
elegant and artful equations.
To kill with the perfectly SWORDMASTERS: Vanari Bladelords adopt different fighting styles
calculated cut or degree of depending upon the nature of their opponents.
force is seen as the greatest of
virtues – not out of a sense of Effect: Each time this unit uses a Fight ability, you must pick either the Perfect
ego or self-aggrandisement, they Strike or Flurry of Blows weapon characteristics for all the attacks it makes
say, but because it brings them with its Sunmetal Greatblade. In addition:
closer to true enlightenment.
Bladelords serve as guardians Do not use the attack sequence for an attack made with Perfect Strike. Instead,
to the mages of the Scinari, roll a dice. On a 2+, inflict 1 mortal damage on the target unit.
souls who share their quest for
mental perfection and will give
their lives in service of their Passive
honoured charges.
GUARDIANS: Bladelords are tasked with protecting the Scinari from harm.
Effect: While your general is wholly within this unit’s combat range, both this
unit and your general have Ward (5+).
KEYWORDS Infantry
MOVE
• SPEARHEAD WARSCROLL •
6"
VANARI AURALAN SENTINELS
HEALTH
1 5+
SAVE
1 RANGED WEAPONS Range Attacks Hit Wound Rend Damage Ability
CONTROL
Auralan Bow 18" 2 3+ 4+ 1 1 Crit (Auto-wound)
MELEE WEAPONS Attacks Hit Wound Rend Damage Ability
The bow is considered a noble Vanari Dagger 1 3+ 4+ - 1 -
weapon in Lumineth society,
for the ability to send an arrow
soaring through the radiant Your Shooting Phase
skies appeals greatly to aelven LOFTED SHOTS: To strike a distant target, these
sensibilities – as does avoiding
warriors point their bows to the sky before launching a
the need to close with their
base adversaries. Sentinels are volley up high.
the archers of the Vanari, each Effect: Until the end of the phase, add 6" to the Range
having trained until they can
shoot a foe through the eye
characteristic of this unit’s Auralan Bows but subtract 1
from great distance. Their bows from hit rolls for this unit’s shooting attacks.
use a complex series of strings
that allow them to moderate
range and power, and their
armour shines with the power
of Hysh, capable of temporarily
blinding any foes who weather
their storm of sunmetal-
tipped arrows.
1 4+
SAVE
1 MELEE WEAPONS Attacks Hit Wound Rend Damage Ability
CONTROL Crit (Mortal),
Warden’s Pike 2 3+ 4+ - 1 Anti-charge
The Auralan Wardens are (+1 Rend)
the lynchpins of the Vanari
military. These phalanxes of
skilled aelven warriors embody Once Per Battle, Any Combat Phase
the Tyrionic traditions of their MOONFIRE FLASK: The High
people; they do not flinch in
Warden carries a flask filled with a
the face of danger, nor do they
hesitate to wield their pikes to burning silvery liquid that can be
impale oncoming enemies. The hurled at the incoming enemy.
Wardens’ strength is built upon
unity of purpose and a discipline Declare: Pick an enemy unit
that only those as long-lived as in combat with this unit and that
the aelves can hope to master. charged this turn to be the target,
Empowered by the energies of then roll a dice.
aetherquartz and the arcane
moonfire entrusted to their Effect: On a 2+, inflict D3 mortal
High Warden, they are the proud damage on the target.
fortress wall upon which the
forces of disorder break.