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Age of Sigmar: Lumineth Realm-Lords Rules Reveal

4 Minute Read
Jun 16 2020
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Games Workshop has pulled back the glowing covers of the Lumineth Realm-lords and is showing off a bunch of their new army rules!

It’s time to dig into the Lumineth Realm-lords new rules. Things are looking pretty spicy for the Aelves from the Realm of Light.

via Warhammer Community

“Broadly, the army is a killer defensive force that excels in tackling enemy charges head on, punishing them with deadly firepower from surprisingly durable core units. This is an army for tacticians and strategists, rewarding you for fighting in formation while disrupting enemies with withering shooting, infantry-shredding cavalry and devastating magic.”

Army Wide Rules

Let’s take a look at their allegiance abilities:

This ability is very similar to the Kharadron Overlord’s Aethergold ability. There are some slight differences, but mechanically they are almost identical. That said, it is an interesting mechanic. So what can you do with it? Activate things like Heightened Senses:

In addition to this, the army also has Lightnight Reactions which is another army wide rule that allows them to activate two units at a time in the combat phase:

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The Vanari Rules

“On the tabletop, Vanari units consist of Auralan Sentinels, Auralan Wardens and Dawnriders – a nod to the classic trio of spearmen, bowmen and cavalry that High Elf armies have relied upon since time immemorial. These units can all form shining companies, which makes them harder to hit when fighting in base-to-base contact with their kin. “

While you keep a tight formation, you get a nice defensive boost. You’ll have to decide if the benefits are worth the drawbacks – but -1 to be hit is pretty nice.

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The Alarith Rules

“Alarith units (that’s the hammer-wielding chaps and their mountainous bovine friends) hail from the mountains of Hysh. On the battlefield, think of them as an unstoppable glacier that’s capable of sweeping enemies aside. During the first turn of the game, your Alarith units couple great saves with the ability to ignore -1 Rend attacks, ideal for weathering your enemy’s opening salvos. “

That’s not their only trick as they can shift opponents off objectives using their Tectonic Force:

Talk about tricky aelves! That could be very useful for bumping units where you need them.

Sub-Faction Rules

Between the unit rules and the army rules, the Lumineth Realm-lords are already sounding pretty scary. But that’s not all – they also have Sub-factions to further customize how they play on the tabletop. These are Great Nation rules and they add some bonuses and some cool lore to your army.

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Those are just two of the sub-factions and you can bet there are more…

It’s Wizard Time

Oh…one last thing – baseline units are Wizards. Yep, you read that right. That means “the pikemen, horsemen and bowmen” can all cast magic. And that also means they can unbind spells, too. Check out some of these spells:

So that’s going to be a thing! And of course there are more things coming, too. Artefacts, more warscrolls, allied choices, and so much more. Get ready for the Light Aelves to light you up on the tabletop.

Time to go to light speed with the Realm-lords!

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Author: Adam Harrison
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