The Lumineth are often mistaken for angelic beings of pure light, for they glow with the glorious power of Hysh. Their incredible intellects were once turned to the pursuits of art, magic and philosophy, but now they are attuned to the business of war. To fight them is to battle not only the aelven warhosts but the Realm of Light itself.
This page contains all of the rules you need to field your Lumineth Realm-lords miniatures on the battlefields of the Mortal Realms, from a host of exciting faction rules to a range of warscrolls. The rules are split into the following sections:Contents | ||
| Book | Kind | Edition | Last update | |
Lumineth Realm-lords | ||||
Lumineth Realm-lords | Battletome | 4 | February 2026 | |
Legends compendium | ||||
Legends compendium | Warscroll | 4 | February 2026 | |
Rules Updates | ||||
Rules Updates | Rulebook | 4 | February 2026 | |
Disciples of Tzeentch | ||||
Disciples of Tzeentch | Battletome | 4 | February 2026 | |
Scourge of Ghyran - Lumineth Realm-lords | ||||
Scourge of Ghyran - Lumineth Realm-lords | Expansion | 4 | December 2025 | |
Battle Profiles | ||||
Battle Profiles | Rulebook | 4 | December 2025 | |
Regiments of Renown | ||||
Regiments of Renown | Warscroll | 4 | September 2025 | |
Grotmas Advent: Regiments of Renown | ||||
Grotmas Advent: Regiments of Renown | Warscroll | 4 | September 2025 | |
Kharadron Overlords | ||||
Kharadron Overlords | Battletome | 4 | July 2025 | |
Cities of Sigmar | ||||
Cities of Sigmar | Faction Pack | 4 | July 2025 | |
Regiments of Renown - Idoneth Deepkin | ||||
Regiments of Renown - Idoneth Deepkin | Expansion | 4 | July 2025 | |
Sons of Behemat | ||||
Sons of Behemat | Faction Pack | 4 | January 2025 | |
Stormcast Eternals | ||||
Stormcast Eternals | Battletome | 4 | September 2024 | |
Lumineth Realm‑lords armies can use the following abilities:
Once Per Battle Round (Army), Start of Battle Round |
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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.
| Name | Points |
| Warhost of Duality | 0 |
| Pilgrims of Haixiah | 20 |
| Aelementor Guardians | 10 |
| Scinari Council | 0 |
Passive |
Passive |
Once Per Turn (Army), Any Hero Phase |
Passive |
Reaction: You declared the ‘Redeploy’ command for a visible friendly LUMINETH REALM-LORDS unit wholly within 12" of this unit |
Start of Battle Round |
Deployment Phase |
Aspects of Enlightenment Passive |
Once Per Battle, Reaction: You declared a SPELL ability for a LUMINETH REALM-LORDS WIZARD within this unit’s combat range |
Any Combat Phase |
Passive |
Passive |
Your Movement Phase |
Your Hero Phase | 6 |
| KEYWORDS | SPELL, UNLIMITED |
Your Hero Phase | 7 |
| KEYWORDS | SPELL |
Your Hero Phase | 7 |
| KEYWORDS | SPELL |
Your Hero Phase | 6 |
| KEYWORDS | SPELL, UNLIMITED |
Your Hero Phase | 6 |
| KEYWORDS | SPELL |
Your Hero Phase | 7 |
| KEYWORDS | SPELL |
Lore of Prismatic Resonance Your Hero Phase | 6 |
| KEYWORDS | SPELL, UNLIMITED |
Your Hero Phase | 6 |
| KEYWORDS | SPELL, UNLIMITED |
Your Hero Phase | 6 |
| KEYWORDS | SPELL, UNLIMITED |
Your Hero Phase | 6 |
| KEYWORDS | SPELL, SUMMON |
Your Hero Phase | 7 |
| KEYWORDS | SPELL, SUMMON |
Your Hero Phase | 7 |
| KEYWORDS | SPELL, SUMMON |
ROSTER OPTIONS
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Once Per Battle (Army), Deployment Phase |
Once Per Battle Round (Army), Start of Battle Round |
Once Per Turn (Army), Your Movement Phase |
Once Per Turn (Army), Any Combat Phase |
Passive |
Any Hero Phase |
Your Hero Phase | 7 |
| KEYWORDS | SPELL |
Your Hero Phase | 6 |
| KEYWORDS | SPELL, SUMMON |
ROSTER OPTIONS
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Once Per Battle (Army), Deployment Phase |
Once Per Battle (Army), End of Any Turn |
Once Per Battle (Army), End of Any Turn |
Once Per Battle (Army), End of Any Turn |
Once Per Battle (Army), End of Any Turn |
Any Combat Phase |
Your Movement Phase |
Passive |
Passive |
Here, you will find additional rules to use with a Lumineth Realm-lords army while playing through a Path to Glory campaign. The Path to Glory content in this book is divided into two parts: the Anvil of Apotheosis and Paths for Lumineth Realm-lords units.
| Your Hero's Warscroll You can download a blank warscroll from warhammer-community.com on which to record all of your hero’s details. | ||
| The Anvil of Apotheosis is a hero creator. Using the rules in this section, you can create a custom warscroll for a Hero to use in your Path to Glory campaign. Th is can represent any miniature of your choosing, including one you have lovingly kitbashed or converted. After the Anvil of Apotheosis, you will find 2 Paths for Lumineth Realm-lords units. These follow the rules outlined for Paths in the Path to Glory battlepack you are using (e.g. Path to Glory: Blighted Wilds). | ||
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VANARI COMMANDER -0DP
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ECLIPSIAN WARSAGE -4DP
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ALARITH MOUNTAIN KEEPER -4DP
IMMOVABLE DEFENDERS: When this hero traces the Alaithi rune, nearby Alarith are filled with unyielding resolve.
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HURAKAN WIND CHARMER -4DP
GALE-FORCE ARROWS: When this hero traces the Oreali rune, the arrows of nearby Hurakan are driven with bone-shattering force.
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YDRILAN RIVER SHAPER -4DP
FLOW WITH THE CURRENT: When this hero traces the Ydriliqi rune, attuned aelves are carried by an ethereal current to safety. Effect: The target can immediately use the ‘Normal Move’ or ‘Retreat’ ability as if it were your movement phase.
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SCINARI MAGE -4DP
SHINING BLADES: The caster awakens the sunmetal within their allies’ weapons, imbuing them with the searing heat of Hysh. Effect: Add 1 to the Rend characteristic of the target’s melee weapons for the rest of the turn.
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Origins
ELEMENTAL FOCUS: This hero has a deep connection with one of the elements of the Hysh- Mhensa and its corresponding rune. If this unit is HURAKAN, replace each rune on your battle scripture with Oreali, Rune of the Wind. If this unit is YDRILAN, replace each rune on your battle scripture with Ydriliqi, Rune of the River. If this unit is SCINARI or VANARI, pick 1 of the runes above and replace each rune on your battle scripture with that rune.
DEFENSIVE EXEMPLAR: Perhaps through rigorous training or simply by virtue of their natural toughness and agility, this hero has the ability to dodge or withstand all but the most perfect of strikes should they focus on doing so.
MAGICAL APTITUDE: Either having studied the arcane arts for decades - even centuries - or possessed of innate arcane ability, weaving spells is as natural to this hero as breathing.
WEALTH OF THE LAND: Hailing from a region rich in the realmstone ofHysh, this hero goes to battle with ample reserves of aetherquartz, which they can use to enhance their arcane prowess when the need is great. | ||||||||||||||||||
Flaws
INTRANSIGENT PRIDE: This hero will never flee from a fight, even when doing so would be the most tactically sound choice.
ARCANE SENSITIVITY: Due to a past spellcasting accident or some quirk of their soul, magic behaves unpredictablv around this hero.
ALOOF: Whether simply detached from their comrades or harbouring a subtly apparent attitude of superiority, this hero struggles to connect with others.
FLIGHTY: When the going gets tough, this hero’s thoughts turn to matters of selfpreservation rather than strategy. | ||||||||||||||||||
Battle Mount -6DP LIGHTCOURSER: Loyal mounts to the Vanari elite, Lightcoursers can run at blinding speed even through difficult terrain. In addition, make the following changes to your hero's warscroll:Add the following weapon to your hero’s warscroll:
Designer’s Note: Picking an Aelementor Type changes your hero from an aelf to an aelementor. Therefore, your hero’s characteristics and weapons change significantly. If you choose the Symbiotic Protectors upgrade on the next page, however, then both aelf and aelementor go to battle as a pair, like Teclis and Celennar. Aelementor Type -10DP SWIFT REALM SPIRIT: This capricious, flowing aelementor is ever on the move, slaying the greatest threats from afar and laying waste to lesser foes with the howling currents that swirl around it. In addition, make the following changes to your hero’s warscroll:Non-VANARI, non-SCINARI only. Replace your hero’s weapons with the weapons below:
Aelementor Type -15DP UNYIELDING REALM SPIRIT: On rare occasions, some of the most ancient spirits are awoken to defend their realm, assuming towering war-forms that allow them to wade through the enemy ranks with impunity and smash multiple foes with great sweeps of their chosen armament. In addition, make the following changes to your hero's warscroll:Non-VANARI, non-SCINARI only. Replace your hero’s weapons with the weapons below:
BATTLE DAMAGED Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Aelementor Colossal Weapon is 3.
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Path of the Enlightened(non-HERO LUMINETH REALM-LORDS unit only)ASPIRING: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
FLEET-FOOTED: These warriors have undergone lengthy inarching drills and athletic training, granting them that extra bit of speed and stamina.
COURAGEOUS RESOLVE: Once these warriors have committed to holding ground, there are few who can match their bold determination.
REALMSHIFT: Whether by a memorised minor spell of travel or the aid of nearby realm spirits, these warriors are able to reposition with sudden speed regardless of obstacles.
UNSHAKEABLE FOCUS: Even in the midst of a confused melee, little can distract these warriors in their attempts to slay their opponents.
BALANCED MANOEUVRES: The ebb and flow of the currents, the rise and fall of the hammer: these warriors have long studied the art of the force applied and then denied.
ARTISAN ARMOUR: Such is the outstanding calibre of these warriors that their commander commissioned for them armour of the highest calibre.
BLINDING BRILLIANCE: From a distance, these warriors appear as a shimmering aurora, making it difficult for enemy missile troops to target them with any precision.
SWORN DEFENDERS: Perhaps these warriors are aelementiri sworn to guard their patron spirit, or perhaps they are the bodyguard of a renowned mage. Whatever the case, their comrades are truly blessed to benefit from their selflessness and skill. | ||||||||||||||||||||||||||||||||||
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Your Movement Phase |
| KEYWORDS | CORE, MOVE |
Your Movement Phase |
| KEYWORDS | CORE, MOVE, RUN |
Your Movement Phase |
| KEYWORDS | CORE, MOVE, RETREAT |
Your Charge Phase |
| KEYWORDS | CORE, MOVE, CHARGE |
Passive |
| Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities). | ||
| 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. | ||
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| In some cases, it might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes. | ||
Your Hero Phase | 6 |
| KEYWORDS | SPELL |
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End of Any Turn | 1 |
| KEYWORDS | MOVE |
Your Charge Phase |
| KEYWORDS | CORE, MOVE, CHARGE |
The MONSTER and LUMINETH REALM‑LORDS keywords are used in the following Lumineth Realm-lords warscrolls:
The WIZARD keyword is used in the following Lumineth Realm-lords warscrolls:
Enemy Movement Phase | 1 |
| KEYWORDS | MOVE, RUN |
The LUMINETH REALM‑LORDS and HERO keywords are used in the following Lumineth Realm-lords warscrolls:
The LUMINETH REALM‑LORDS and INFANTRY keywords are used in the following Lumineth Realm-lords warscrolls:
The LUMINETH REALM‑LORDS and WIZARD keywords are used in the following Lumineth Realm-lords warscrolls:
Reaction: Opponent declared a SPELL ability |
| KEYWORDS | UNBIND |
The non-MONSTER LUMINETH REALM‑LORDS keyword is used in the following Lumineth Realm-lords warscrolls:
The ALARITH keyword is used in the following Lumineth Realm-lords warscrolls:
The HURAKAN keyword is used in the following Lumineth Realm-lords warscrolls:
| 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. | ||
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| There may be situations when a unit that has STRIKE-FIRST is not in combat at the start of the phase, but because of moves such as pile-in moves, it is ‘pulled into combat’ later in the phase. In such cases, STRIKE-FIRST has no effect on that unit because it was not in combat at the start of the phase. Abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST or STRIKE-LAST constraints, so you could not pick a unit with STRIKE-LAST to fight immediately after a unit with STRIKE-FIRST. | ||
Your Shooting Phase |
| KEYWORDS | CORE, ATTACK, SHOOT |
Any Combat Phase |
| KEYWORDS | CORE, ATTACK, FIGHT |
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Your Hero Phase |
| KEYWORDS | BANISH |
The non-UNIQUE VANARI and LUMINETH REALM‑LORDS keywords are used in the following Lumineth Realm-lords warscrolls:
The non-UNIQUE VANARI and HERO keywords are used in the following Lumineth Realm-lords warscrolls:
The HERO keyword is used in the following Lumineth Realm-lords warscrolls:
The INFANTRY keyword is used in the following Lumineth Realm-lords warscrolls:
The ORDER keyword is used in the following Lumineth Realm-lords warscrolls:
The LUMINETH REALM‑LORDS keyword is used in the following Lumineth Realm-lords warscrolls:
The AELF keyword is used in the following Lumineth Realm-lords warscrolls:
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The VANARI keyword is used in the following Lumineth Realm-lords warscrolls:
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The SCINARI keyword is used in the following Lumineth Realm-lords warscrolls:
Passive |
Your Hero Phase |
| KEYWORDS | BANISH |
The non-HERO LUMINETH REALM‑LORDS keyword is used in the following Lumineth Realm-lords warscrolls:
Contents | ||