Selections: Aspiragillum
Categories: ORDER, LUMINETH REALM-LORDS, AELF, AELEMENTIRI, HURAKAN, HERO, WIZARD, WINDMAGE, 9 or less wounds Leader, Leader
Magic: Magic, Spell: Arcane Bolt, Mystic Shield, Windblast Vortex, Unit: Hurakan Windmage, Unit Abilities: Fan of Redirection, Fly, Windleap, Weapon: Aspiragillum
Magic | Cast/Unbind | Spells Known | Ref |
---|---|---|---|
Magic | 1/1 | Arcane Bolt, Mystic Shield, Windblast Vortex |
Spell | Casting Value | Range | Description | Ref |
---|---|---|---|---|
Arcane Bolt | 5 | 12" | If successfully cast, at the start of any 1 phase before your next hero phase, you can pick 1 enemy unit within range and visible to the caster. That unit suffers 1 mortal wound. If that unit is within 3" of the caster, it suffers D3 mortal wounds instead of 1. | |
Mystic Shield | 5 | 12" | If successfully cast, pick 1 friendly unit wholly within range and visible to the caster. Add 1 to save rolls for attacks that target that unit until your next hero phase. | |
Windblast Vortex | 5 | 9" | If successfully cast, in your next shooting phase, you can pick 1 enemy unit within 9" of the caster and roll a dice. On a 2+, that enemy unit suffers D3 mortal wounds. |
Unit | Move | Wounds | Bravery | Save | Ref |
---|---|---|---|---|---|
Hurakan Windmage | 16" | 5 | 7 | 5+ |
Unit Abilities | Ability Details | Ref |
---|---|---|
Fan of Redirection | Add 1 to save rolls for attacks made with missile weapons that target this model. In addition, if the unmodified save roll for an attack made with a missile weapon that targets this model is 6, after all of the attacking unit’s attacks have been resolved, you can inflict 1 mortal wound on 1 enemy unit within 9" of this model that is visible to it. | |
Fly | This unit can fly. | |
Windleap | If a friendly WINDCHARGERS unit starts a move wholly within 6" of this model, when it makes that move, that unit has a Move characteristic of 16" and can fly. |
Weapon | Type | Range | Attacks | To Hit | To Wound | Rend | Damage | Ref |
---|---|---|---|---|---|---|---|---|
Aspiragillum | Melee | 3" | 2 | 3+ | 3+ | -1 | D3 |
Categories: AURALAN SENTINELS, AELF, LUMINETH REALM-LORDS, ORDER, VANARI, Battleline
Magic: High Sentinel (Magic), Spell: Power of Hysh, Unit: Vanari Auralan Sentinels, Unit Abilities: Many-stringed Weapon, Sunmetal Weapons
Selections: Auralan Bow: Aimed, Auralan Bow: Lofted, Vanari Dagger
Weapon: Auralan Bow: Aimed, Auralan Bow: Lofted, Varnari Dagger
Selections: Champion's Blade
Unit Abilities: High Sentinel, Scryhawk Lantern, Weapon: Champion's Blade
Magic | Cast/Unbind | Spells Known | Ref |
---|---|---|---|
High Sentinel (Magic) | 1/1 | Power of Hysh |
Spell | Casting Value | Range | Description | Ref |
---|---|---|---|---|
Power of Hysh | 6 | - | If successfully cast, until your next hero phase, the Sunmetal Weapons ability for the caster and/or the unit they are part of causes mortal wounds to be inflicted on an unmodified hit roll of 5+ instead of 6. Any number of Lumineth Realm-lords Wizards can attempt to cast Power of Hysh in the same hero phase. |
Unit | Move | Wounds | Bravery | Save | Ref |
---|---|---|---|---|---|
Vanari Auralan Sentinels | 6" | 1 | 6 | 5+ |
Unit Abilities | Ability Details | Ref |
---|---|---|
High Sentinel | 1 model in this unit can be a High Sentinel. A High Sentinel is armed with a Champion's Blade instead of an Auralan Bow and Vanari Dagger, and they carry a Scryhawk Lantern. | |
Many-stringed Weapon | Before attacking with Auralan Bows, choose either the Aimed or Lofted missile weapon characteristics for all shooting attacks made by this unit in that phase. | |
Scryhawk Lantern | At the start of your shooting phase, you can pick 1 enemy unit within 30" of this unit's High Sentinel that is not visible to them. If you do so, you must choose the Lofted missile weapon characteristic for all attacks made with this unit's Auralan Bows in that phase, but that enemy unit is treated as being visible to all friendly models from this unit until the end of that phase. | |
Sunmetal Weapons | If the unmodified hit roll for an attack made with a Auralan Bow is 6, that attack inflicts 1 mortal wound on the target and the attack sequence ends (do not make a wound or save roll). |
Weapon | Type | Range | Attacks | To Hit | To Wound | Rend | Damage | Ref |
---|---|---|---|---|---|---|---|---|
Auralan Bow: Aimed | Missile | 18" | 1 | 3+ | 4+ | -1 | 1 | |
Auralan Bow: Lofted | Missile | 30" | 1 | 4+ | 4+ | - | 1 | |
Champion's Blade | Melee | 1" | 2 | 3+ | 4+ | -1 | 1 | |
Varnari Dagger | Melee | 1" | 1 | 3+ | 4+ | - | 1 |
Selections: 5 Hurakan Windchargers [155pts], Claws, Windcharger Bow, Windcharger Bow (Melee)
Categories: ORDER, AELF, LUMINETH REALM-LORDS, AELEMENTIRI, HURAKAN, WINDCHARGERS, Other
Unit: Hurakan Windchargers, Unit Abilities: Go Where the Wind Blows, Standard Bearers, Windcharger Arrows, Windspeaker Seneschal, Weapon: Claws, Windcharger Bow, Windcharger Bow (Melee)
Unit | Move | Wounds | Bravery | Save | Ref |
---|---|---|---|---|---|
Hurakan Windchargers | 14" | 2 | 7 | 5+ |
Unit Abilities | Ability Details | Ref |
---|---|---|
Go Where the Wind Blows | When this unit makes a move, it can pass across terrain features in the same manner as a model that can fly. | |
Standard Bearers | 1 in every 5 models in this unit can be a Standard Bearer. You can re-roll battleshock tests for a unit that includes any Standard Bearers. | |
Windcharger Arrows | Do not apply the cover modifier to save rolls for attacks made with a Windcharger Bow. | |
Windspeaker Seneschal | 1 model in this unit can be a Windspeaker Seneschal. Add 1 to the Attacks characteristic of that model’s Windcharger Bow. |
Weapon | Type | Range | Attacks | To Hit | To Wound | Rend | Damage | Ref |
---|---|---|---|---|---|---|---|---|
Claws | Melee | 1" | 2 | 3+ | 4+ | - | 1 | |
Windcharger Bow | Missile | 12" | 2 | 3+ | 3+ | -1 | 1 | |
Windcharger Bow (Melee) | Melee | 3" | 1 | 3+ | 3+ | -2 | 1 |
Selections: Arming Swords, Starshard Bolts
Categories: ORDER, AELF, LUMINETH REALM-LORDS, VANARI, STARSHARD BALLISTAS, Artillery
Unit: Vanari Starshard Ballistas, Unit Abilities: Blinding Bolts, Messanger Hawk, Warding Lantern, Weapon: Arming Swords, Starshard Bolts
Unit | Move | Wounds | Bravery | Save | Ref |
---|---|---|---|---|---|
Vanari Starshard Ballistas | 6" | 5 | 6 | 5+ |
Unit Abilities | Ability Details | Ref |
---|---|---|
Blinding Bolts | Once per battle, when you pick this unit to shoot, you can say that it will fire its blinding bolts. If you do so, units that are hit by an attack made by this unit in that phase are dazzled until the end of the turn. Subtract 1 from hit rolls for a unit that is dazzled. A unit cannot be dazzled more than once per turn. | |
Messanger Hawk | Add 1 to hit rolls for attacks made with Starshard Bolts by this unit, if the attacks target an enemy unit that is visible to a friendly LUMINETH REALM-LORDS HERO that is within 18" of this unit. | Battletome: Lumineth Realm-Lords Errata, 2021 p2 |
Warding Lantern | Roll a dice each time you allocate a wound or mortal wound to this unit if it has not made a move in the same turn. On a 6, that wound or mortal wound is negated. In addition, add 1 to the Attacks characteristic of this unit’s Starshard Bolts if it has not made a move in the same turn. |
Weapon | Type | Range | Attacks | To Hit | To Wound | Rend | Damage | Ref |
---|---|---|---|---|---|---|---|---|
Arming Swords | Melee | 1" | 2 | 3+ | 4+ | - | 1 | |
Starshard Bolts | Missile | 30" | 2 | 3+ | 3+ | -2 | D3 |
Categories: Allegiance
Selections: Aetherquartz Reserve, Alarith - Mountain Kindred, Hurakan - Kindred of the Winds, Scinari - Masters of the Teclamentari, Vanari - Warriors of Light
Battle Trait: Absorb Despair, Aetherquartz Reserve, Deep Thinkers, Enduring as Rock, Heightened Reflexes, Heightened Senses, Lightning Reactions, Magical Boost, Magical Insight, Move Like the Wind, Shining Company, Tectonic Force
Battle Trait | Battle Trait Details | Ref |
---|---|---|
Absorb Despair | If a friendly unit uses its aetherquartz reserve while it is wholly within 18" of any friendly CATHALLARS, you can pick 1 of the CATHALLERS within 18" of that unit and say that they will absorb the negative energy. A CATHALLER cannot absorb negative energy more than once per phase. If a CATHALLER absorbs negative energy from a friendly unit, do not subtract 1 from that unit's Bravery characteristic. Instead, you can pick 1 enemy unit within 18" of that CATHALLER. If you do so, subtract 1 from the Bravery characteristic of that enemy unit for the rest of the game. The same enemy unit cannot be affected by this ability more than once per battle. | |
Aetherquartz Reserve | Each unit in a Lumineth Realm-lords army starts the battle with 1 aetherquartz reserve. Once per phase, you can say that 1 unit will use its aetherquartz reserve to use 1 of the following abilities. However, if you do so, subtract 1 from that unit's Bravery characteristic for the rest of the battle. | |
Deep Thinkers | At the start of your hero phase, you can pick any friendly SCINARI WIZARDS and declare that instead of casting any spells in that phase they will contemplate (you can have some contemplate while others attempt to case spells). If you do so, in your next hero phase, when a friendly SCINARI WIZARD that contemplated in your last hero phase attempts to cast its first spell in the current hero phase, it automatically cast with a casting roll of 9 that cannot be modified (do not roll 2D6), but it can be unbound. | |
Enduring as Rock | After armies have been set up but before the first battle round begins, and at the start of any of your hero phases, you can pick any number of friendly ALARITH units and say that they are adopting the mountain stance. If you do so, until your next hero phase, if the weapon used for an attack that targets an ALARITH unit in the mountain stance has a Rend characteristic of -1, change the Rend characteristic for that attack to '-'. | |
Heightened Reflexes | You can that a unit will use this ability when picked to be the target of an enemy attack. If you do so, add 1 to save rolls for attacks that target that unit until the end of that phase. | |
Heightened Senses | You can say that a unit will use this ability when it is picked to shoot or fight. If you do so, add 1 to hit rolls for attacks made by that unit until the end of that phase. | |
Lightning Reactions | During the combat phase, after any units with the strike-first effect have attacked, when it is your turn to pick a unit to fight, you can pick 2 eligible units instead of 1. Neither unit can have the strike-last effect. Each of those units can fight one after the other in the order of your choice. | Battletome: Lumineth Realm-Lords Errata, 2021 p1 |
Magical Boost | You can say that a unit will use this ability after it has attempted to cast a spell but before any unbinding rolls are made for that spell. If you do so, you can either add 1 to that casting roll or re-roll that casting roll. | |
Magical Insight | WIZARDS only. You can say that a unit will use this ability at the start of your hero phase. If you do so, that unit can attempt to cast 1 extra spell in that phase. | Battletome: Lumineth Realm-Lords Errata, 2021 p1 |
Move Like the Wind | When you make a pile-in move with a Hurakan model, it does not have to finish the move no further from the nearest enemy unit than it was at the start of the move. In addition, when you make a pile-in move with a HURAKAN model if it made a charge move in the same turn, it can fly and can move an extra 3" when it piles in. | Battletome: Lumineth Realm-Lords Errata, 2021 p1 |
Shining Company | After a VANARI unit is set up, if the base of each model in the unit is touching the bases of 2 or more other models from the same unit, then that unit becomes a shining company. That unit remains a shining company until, after finishing a move, the base of each model in the unit is no longer touching the bases of 2 or more other models from the same unit, or until, after removing a slain model from the unit, the bases of any remaining models in the unit are not touching the bases of 2 or more other models from the same unit. Subtract 1 from hit rolls for attacks that target a shining company. However, a shining company cannot run or charge, and models in that unit can only move 1" when they pile in. | |
Tectonic Force | At the end of each combat phase, you can pick 1 enemy unit within 1" of each friendly ALARITH unit. You cannot pick the same enemy units more than once in the same phase. After you pick each unit, your opponent must move that unit 2" and that unit must finish that more more than 1" from any ALARITH unit from your army if it is possible to do so. Once those enemy units have been forced to move, and friendly ALARITH units that are within 3" of any enemy units can make a 1" pile-in move. |
Selections: No Points or Battlerole Validation (Open)
Categories: Game Options
Categories: Game Options
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