Aelementiri Conclave
An Army of Renown for Lumineth Realm-lords: only the units below, with these battle traits and enhancements in place of the army’s own, and no battle formation. It cannot take a Regiment of Renown. Build one by choosing it under Army of Renown in the list builder.
Battle traits
Effect: Add 1 Alaithi, Rune of the Mountain to your library for each friendly Alarith unit on the battlefield.
Add 1 Oreali, Rune of the Wind to your library for each friendly Hurakan unit on the battlefield.
Add 1 Ydriliqi, Rune of the River to your library for each friendly Ydrilan unit on the battlefield.
You can have a maximum of 6 of each type of rune in your library.
Declare: You can use this ability if you have 3 or more runes in your library. Pick a friendly non-Unique Monster unit that has been destroyed to be the target.
Effect: Remove any 3 runes from your library. Then, set up a replacement unit identical to the target wholly within 6" of a terrain feature and more than 9" from all enemy units. Allocate 6 damage points to the replacement unit (ward rolls cannot be made for those damage points).
Declare: You must use this ability.
Effect: Remove all runes from your battle scripture. Then, pick any number of runes to remove from your library and depict them on your battle scripture. Runes removed from your library in this way are removed for the rest of the battle.
Designer's Note: *Runes are used to activate powerful abilities on your units' warscrolls.*
Declare: Pick a terrain feature. Then, pick an enemy unit within 6" of that terrain feature to be the target.
Effect: Roll a D3 and apply the corresponding effect for the rest of the turn.
1 *Eruption of Earth:* Inflict 3 mortal damage on the target.
2 *Howling Winds:* Subtract 5 from the target's control score.
3 *Flash Flood:* The target has Strike-last.
Heroes (5)
Alarith Stonemage6" · 5W · Sv 4+ 110
Avalenor, the Stoneheart King6" · 16W · Sv 3+ 390
Hurakan Windmage12" · 5W · Sv 5+ 140
Sevireth, Lord of the Seventh Wind18" · 10W · Sv 4+ 350
Alarith Stonemage (Scourge of Aqshy)6" · 5W · Sv 4+ 140
Units (6)
Alarith Spirit of the Mountain6" · 14W · Sv 3+ 300
Ydrilan Riverblades7" · 1W · Sv 5+ 150
Alarith Stoneguard5" · 2W · Sv 4+ 120
Hurakan Windchargers14" · 3W · Sv 4+ 180
Hurakan Spirit of the Wind18" · 8W · Sv 4+ 270 Myari's Purifiers
6" · 3W · Sv 5+ 130
Faction Terrain
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 or 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.
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').
Effect: While this terrain feature has a Shrine Guardian, you can re-roll the casting roll for that spell.
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.
Spell Lore
Declare: Pick a friendly Aelementiri Conclve Wizard to cast this spell, pick a visible enemy unit within 12" of them to be the target, then make a casting roll of 2D6.
Effect: For the rest of the turn, the target cannot use commands.
Artefact of Power
Declare: Pick a terrain feature to be the target.
Effect: Measure the range and visibility of the next Spell ability used by this unit from the target instead of from this unit.
Heroic Trait
Effect: Add 1 to casting rolls for this unit for each unique rune depicted on your battle scripture.
Manifestation Lore
Effect: When a number of damage points equal to this Manifestation's Health characteristic are allocated to it, this Manifestation is destroyed and all its parts are removed from play.
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.
Effect: Roll a D3 for each enemy unit within 6" of this Manifestation. On a 2+, inflict an amount of mortal damage on the target equal to the roll. If an enemy unit has at least 3 mortal damage inflicted on it by this ability this turn, it has Strike-last for the rest of the turn.
Declare: Pick a friendly Aelementiri Conclave Wizard to cast this spell, pick 1 of the friendly Manifestations below that is not on the battlefield, then make a casting roll of 2D6.
• Sanctum of Amyntok
• Hyshian Twinstones
• Rune of Petrification
Effect: If there is already a friendly Manifestation from the list above on the battlefield, it is immediately banished and removed from play. Then, set up the Manifestation you picked within 1" of the caster and visible to them. If that Manifestation is a Sanctum of Amyntok, it must instead be set up wholly within 12" of the caster, more than 3" from all enemy units, and with its 3 parts touching each other so that they form a ring.