Selections: Calligrave Blade
Categories: ORDER, AELF, LUMINETH REALM-LORDS, SCINARI, HERO, WIZARD, CALLIGRAVE, 9 or less wounds Leader, Leader
Magic: Magic, Spell: Arcane Bolt, Erasure, Mystic Shield, Unit: Scinari Calligrave, Unit Abilities: Realmscribe, Weapon: Calligrave Blade
Magic | Cast/Unbind | Spells Known | Ref |
---|---|---|---|
Magic | 1/1 | Arcane Bolt, Mystic Shield, Erasure |
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. | |
Erasure | 7 | 24" | If successfully cast, pick 1 enemy Hero within 24" of the caster. You can either inflict D3 wounds on that HERO or mark them for erasure. However, if that HERO is already marked for erasure, then instead they suffer D6 mortal wounds and they are no longer marked for erasure. | |
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. |
Unit | Move | Wounds | Bravery | Save | Ref |
---|---|---|---|---|---|
Scinari Calligrave | 6" | 5 | 7 | 5+ |
Unit Abilities | Ability Details | Ref |
---|---|---|
Realmscribe | Once per battle, in your hero phase, instead of attempting to cast any spells with 1 friendly model with this ability, you can roll a dice. Add the number of the current battle round to the roll. On a 5+, pick a point anywhere on the battlefield. For the rest of the battle, do not take battleshock tests for friendly LUMINETH REALM‐LORDS units that are wholly within 9" of that point, and add 1 to casting, dispelling and unbinding rolls for friendly LUMINETH REALM‐LORDS WIZARDS that are within 9" of that point. |
Weapon | Type | Range | Attacks | To Hit | To Wound | Rend | Damage | Ref |
---|---|---|---|---|---|---|---|---|
Calligrave Blade | Melee | 3" | D3 | 3+ | 3+ | -1 | D3 |
Selections: Despairing Touch
Categories: AELF, CATHALLAR, HERO, LUMINETH REALM-LORDS, ORDER, SCINARI, WIZARD, 9 or less wounds Leader, Leader
Magic: Magic, Spell: Arcane Bolt, Darkness of the Soul, Mystic Shield, Unit: Scinari Cathallar, Unit Abilities: Emotional Transference, Weapon: Despairing Touch
Magic | Cast/Unbind | Spells Known | Ref |
---|---|---|---|
Magic | 1/1 | Arcane Bolt, Mystic Shield, Darkness of the Soul |
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. | |
Darkness of the Soul | 7 | 18" | Until your next hero phase, roll 2D6 each time that unit makes a normal move, runs, retreats, makes a charge move, shoots or fights. Make the roll before the action is carried out. If the roll is greater than that unit’s Bravery characteristic, that unit cannot perform that action in that phase. | Battletome: Lumineth Realm-Lords Errata, 2021 p2 |
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. |
Unit | Move | Wounds | Bravery | Save | Ref |
---|---|---|---|---|---|
Scinari Cathallar | 6" | 5 | 7 | 5+ |
Unit Abilities | Ability Details | Ref |
---|---|---|
Emotional Transference | At the start of the battleshock phase, you can pick 1 friendly LUMINETH REALM-LORDS unit wholly within 18" of this model and roll a dice. On a 2+, do not take a battleshock test for that unit. In addition, if any models from that unit were slain during that turn, you can pick 1 enemy unit within 18" of this model that has to take a battleshock test in that phase. If you do so, add the number of models from that friendly unit that were slain during that turn to the modified battleshock roll for that enemy unit. |
Weapon | Type | Range | Attacks | To Hit | To Wound | Rend | Damage | Ref |
---|---|---|---|---|---|---|---|---|
Despairing Touch | Melee | 1" | 1 | 4+ | 2+ | - | D3 |
Selections: 10 Vanari Auralan Wardens [145pts], Warden's Pike
Categories: AELF, ORDER, AURALAN WARDENS, VANARI, LUMINETH REALM-LORDS, Battleline
Magic: High Warden (Magic), Spell: Power of Hysh, Unit: Vanari Auralan Wardens, Unit Abilities: Sunmetal Weapons, Wall of Blades, Weapon: Warden's Pike
Selections: Champion's Blade
Unit Abilities: High Warden, Moonfire Flask, Weapon: Champion's Blade
Magic | Cast/Unbind | Spells Known | Ref |
---|---|---|---|
High Warden (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 Wardens | 6" | 1 | 6 | 4+ |
Unit Abilities | Ability Details | Ref |
---|---|---|
High Warden | 1 model in this unit can be a High Warden. A High Warden is armed with a Champion’s Blade instead of a Warden’s Pike. | |
Moonfire Flask | Once per battle, at the start of the combat phase, you can pick 1 enemy unit within 3" of this unit’s High Warden and roll a dice. On a 2+, that enemy unit suffers D3 mortal wounds. | |
Sunmetal Weapons | If the unmodified hit roll for an attack made with a Warden's Pike is 6, that attack inflicts 1 mortal wound on the target and the attack sequence ends (do not make a wound or save roll). | |
Wall of Blades | If the target unit made a charge move in the same turn, add 1 to wound rolls for attacks made with this unit’s Warden’s Pikes and improve the Rend characteristic of that weapon by 1. |
Weapon | Type | Range | Attacks | To Hit | To Wound | Rend | Damage | Ref |
---|---|---|---|---|---|---|---|---|
Champion's Blade | Melee | 1" | 2 | 3+ | 4+ | -1 | 1 | |
Warden's Pike | Melee | 3" | 2 | 3+ | 4+ | - | 1 |
Selections: 5 Vanari Bladelords [130pts], Sunmetal Greatblade: Flurry of Blows, Sunmetal Greatblade: Perfect Strike
Categories: ORDER, AELF, LUMINETH REALM-LORDS, VANARI, BLADELORDS, Other, Battleline
Unit: Vanari Bladelords, Unit Abilities: Bladelord Seneschal, Guardians, Swordmasters, Vanashimor Banners, Weapon: Sunmetal Greatblade: Flurry of Blows, Sunmetal Greatblade: Perfect Strike
Unit | Move | Wounds | Bravery | Save | Ref |
---|---|---|---|---|---|
Vanari Bladelords | 6" | 2 | 7 | 4+ |
Unit Abilities | Ability Details | Ref |
---|---|---|
Bladelord Seneschal | 1 model in this unit can be a Bladelord Seneschal. That model is armed with a Sunmetal Greatblade or Sunmetal Dual Blades. Add 1 to the Attacks characteristic a Bladelord Seneschal’s Sunmetal Greatblade. | |
Guardians | Roll a dice before you allocate a wound or mortal wound to a friendly SCINARI model within 3" of any friendly units with this ability. On a 2+, you must allocate that wound or mortal wound to a friendly unit with this ability within 3" of that model, instead of to that model. | |
Swordmasters | Before fighting with this unit, choose either the Perfect Strike or Flurry of Blows Sunmetal Greatblade weapon characteristics. All of the models in the unit armed with Sunmetal Greatblades must use those characteristics when they attack. A Perfect Strike always hits (do not make a hit roll). A Flurry of Blows has an Attacks characteristic equal to the number of enemy models within 2" of the attacking model. | |
Vanashimor Banners | Each time this unit is affected by a spell or endless spell, you can roll a dice. If you do so, on a 4+, ignore the effects of that spell or endless spell on this unit. |
Weapon | Type | Range | Attacks | To Hit | To Wound | Rend | Damage | Ref |
---|---|---|---|---|---|---|---|---|
Sunmetal Greatblade: Flurry of Blows | Melee | 2" | See Swordmasters | 3+ | 3+ | - | 1 | |
Sunmetal Greatblade: Perfect Strike | Melee | 2" | 1 | See Swordmasters | 2+ | -2 | 1 |
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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