Age of sigmar : lumineth rumour roundup



Hello everyone, welcome to the Age of sigmar lumineth Rumour roundup This post will regroup all the info and the news on this release



Luminethtest


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Summary

Small content table to jump down the post

Rules of the Lumineth


Points & Unit list

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TRADUCTION

Vanari Wardens (120 for 10, max 30)

-Start of combat, unit champion does D3 MW to enemy unit within 3" on a 2+
-6s to hit do a MW instead
-If you attack something that's charged this turn, you get +1 wound and +1 rend
-Spell: MWs on 5+ instead of 6

Alarith Spirit of the Mountain (340)

- At the start of the combat phase, if this model didn't charge, gain +1 Attack until your next movement phase
-At the end of your hero phase, choose a LUMINETH hero within 3". If that hero is within 3" at the beginning of your next hero phase, it can use a command ability without spending a CP
-At the start of the enemy shooting phase, and any melee phase, pick 1 enemy unit with range of this ability. That unit is -1 to hit until the end of that phase. Doesn't stack.
-If this model is within 12" of a friendly STONEMAGE, you can treat this model has having suffered 0 wounds when you reference its damage table
-Command Ability:Start of combat phase, +1 Attack to a ALARITH-AELF unit wholly within 18", doesn't stack and doesn't stack with Avalenor's CA.

Alarith Stonemage (130)

-At the start of the combat phase, you can say this model takes the Stonemage Stance. If you do, this model and ALARITH STONEGUARD units within 12" cannot pile in and gain +1 Rend.
-Gravitational Diversion: Casts on 5. Caster can fly until next hero phase. 1 enemy unit within 18" takes 1 MW, can't fly, and has halved movement until next hero phase.

Scinari Cathallar (140)

-Start of the battleshock phase, pick 1 LUMINETH unit wholly within 18" and roll a die. 2+, you don't make a BS test for that unit. If at least one model from the chosen unit was slain this turn, you can pick 1 enemy unit within 18" which has to do a BS test, adding the number of models from the friendly unit to that roll.
-Darkness of the Soul: Casts on 7. Pick 1 enemy within 18" and visible to the caster, roll 2d6 each time that unit attempts a normal move, charge, or pile-in. If the result is higher than that unit's Bravery, that unit can't complete that action.

Light of Eltharion (220)

-Pick 1 enemy Hero within 3" of this model at the start of the combat phase. Add 1 to the Damage of the Celennari-Klinge for attacks against that hero
-+1 to wound with Krallenschwert des Eltharion if he charged. Also unmodified 6s to hit deal 1 MW in addition.
- In the shooting phase, choose an enemy unit within 18" and roll a dice. 1, nothing happens; 2-4, deal D3 MWs; 5+ deal D6 MWs
-Ignore save modifiers and half damage from ranged and melee attacks.
-Ignore negative hit modifiers. Unmodified hits of 6 deal two hits.
-Command Ability: Friendly units wholly within 24" of this model have bravery 10.

Teclis (660)

-Can cast 1, 2, or 3/4 spells. If 1, its auto cast and cant be unbound. If 2, it's auto cast at 12 but can be unbound. If 3 or 4, it's auto cast at 10 and can be unbound.
-Celennars Aura: +1 to cast, dispel, and unbind
-Can auto dispel 1 endless spell in your hero phase and auto unbind 1 enemy spell in their hero phase
-Friendly units in Celennar's aura ignore spells on a 4+ and an enemy within 18" takes D3 MW.
-Spell 1: 10 to cast. 5+ FNP within 18", can't be cast same turn as Hysh Protection.
-Spell 2: 10 to cast. Roll a dice for each enemy unit within 18" and visible. 1, nothing happens; 2-4 D3 MW, 5+ D6 MW

Avalenor (360)

-If this model doesn't charge, +1 Attack
-6s to hit with hammer do 1 MW in addition
-At the end of your hero phase, pick a Hero within 6". If that Hero is still within 6" at the start of your next hero phase, it can use a command ability without costing a CP
- -1 to hit for enemies within Hysh Watcher aura
-Treat this model as having suffered 0 wounds if within 12" of a Stonemage
-CA: Choose D3 Alarith-Aelf units wholly within 24". +1 Attack, can't benefit from this and Faith of the Mountains in the same phase.

Alarith Stoneguard (100 for 5, max 15)

-Standard Bearer: RR BS tests
-Unmodified 6 to hit with regular weapons deal 1 extra Damage
-Unmodified 6 to hit deal 1 MW instead
-RR hits with Stratumhammer

Vanari Sentinels (10 for 140, max 20)

-Can pick an enemy unit within 30" of the unit champion that isn't visibble, can attack as if they were visible with the long range profile.
-Two attack profiles
-Unmodified 6+ to hit does 1 MW instead, 5+ with spell
-Wizard if they have the unit champion and 5+ models

Dawnriders (130 for 5, max 20)

-Standard bearer lets you RR Battleshock tests
-Start of combat, can choose to either +1 Attack but only attack non-mounted units with 1 or 2 wounds, or add 2 but can only target unmounted units with a wound value of 1.
-+1 wound and +1 rend on charge

BATTALIONS

Alarith-Temple (120)

-1xAvalenor or Alarith Spirit of the Mountain, 1xAlarith Stonemage, 1-3xAlarith Stoneguard
-STONEGUARD units wholly within 12" of a hero from the same ability can reroll saves but can only move (pile in?) 1"

Auralan-Legion (120)

-1xScinari Cathalar, 2-4xVanari Auralan Sentinels with an equal amount of Vanari Auralan Wardens
-Units within 3" of another unit in this battallion can RR saves of 1

Dawnrider-Lance (120)

-2-3xVanari Dawnriders
-RR 1s to hit on the charge

ALLEGIANCE ABILITIES

Aetherquartz Abilities

-+1 Save when chosen as an attack target
-+1 to hit when chosen to fight
-+1 or reroll cast
-Cast an extra spell

Absorb Despair

-Once per phase, a Cathallar wholly within 18" of a unit who uses an Aetherquartz can absorb it. If they do, don't reduce that units Bravery by 1 and instead choose an enemy unit within 18" of the Cathallar and reduce it's Bravery by 1 for the rest of the battle. An enemy unit can't be affected by this more than once per battle.

Superior Reactions

-When you pick a unit to fight, you can pick two and resolve them in any order (only works during the combat phase, not at start or end of combat phase)

LORE OF HYSH

Speed of Hysh: Casts on 5 Double the movement of a friendly unit within 18" of the caster.

Solar Flare: Casts on 8. Pick a point on the battlefield within 10" of the caster. If there is an endless spell there, dispel it. If there is a unit there, roll # of models dice, Each +6 does 1 MW and until next hero phase -2 to enemy wizards cast, unbinds, and dispels.

Sparkling Light: Casts on 5. Pick an enemy unit within 18", you can reroll missile weapon attacks against that unit until your next hero phase.

Heavenly Blessing: Casts on 6. Give Ethereal to a friendly unit within 18"

Total Darkness: Casts on 8. Until next hero phase, your opponent has to spend 2 CP instead of 1 when using command abilities

Protection of Hysh: Casts on 8. Give a friendly unit wholly within 9" 5+ FNP. Doesn't stack with Teclis'.

LORE OF THE MOUNTAINS

Relentless Calm: Casts on 4. Unit wholly within 18' doesn't have to take BS tests.

Paralyzing Dizziness: Casts on 6. Pick an an enemy unit within 18" of the caster. Until your next hero phase, roll 2d6 each time the unit tries to make a normal move, pile in, or charge (?) move. If the roll is higher than the unit's bravery, it cannot make that move.

Voice of the Mountains: Casts on 6. -2 Bravery to all enemy units until end of turn, and then -1 until your next hero phase.

Living Divide: Casts on 6. Draw a 1mm line to a point 9" from the caster, on a 2+ deal D3 MWs to a unit that lines passes over

Bury: Casts on 7. Pick an enemy model within 18" and visible to the caster. Roll a dice, if the result is higher than the model's Wound characteristic, it is slain. If you roll a 6 and it is not enough to kill, deal D6 MW instead.

Stone Attack: Casts on 8. CHoose an enemy unit wholly within 24" and visible to the caster. Roll a number of dice equal to the casting roll. For each result greater than the enemy unit's save value, they take 1 MW. Rolls of 1 or 2 never deal a mortal wound and Saves of "-" count as 6 for this rule.

GRAND NATIONS

ZAITREC

-First cast, unbind, or dispel each hero phase gets +1 and each wizard knows an additional spell
-Command Trait: Can dispel 1 additional spel and can use the first dispell roll for the second
-Artefact: 6+ shrug for MWs, +2 if Teclis is on the battlefield
-Overwhelming Heat: Casts on 7. Enemy unit within 24" has halved movement, and if you roll a die and its equal to or higher than their save, they take D3

ILIATHA

-Connected Souls: +2 Bravery
-Acting with Courage: After a unit uses a command ability, you can choose a friendly unit within 3" of that one. If you do, that unit can also use that command ability without spending a CP. once per phase.
-Command Ability: Used in shooting or comat ph ase. Pick a friendly unit with at least 2 models, they can RR 1s to hit.
-Artefact: When the bearer dies, roll a dice. on a 4+ heal them back to full.

(No mandatory command trait)

SYAR

-Units start with 2 Aetherquartz instead of 1
-Command Ability: Friendly unit wholly within 18" of a hero can use 1 of its Aetherquartz
-Command Trait: Choose 1 enemy hero within 6" of this hero. That enemy hero must attack your general, and your general gets +1 to hit for attacks against that enemy hero
-Artefact: Unmodified 3+ hits always hits, Unmodified 3+ wounds always wound, and unmodified 3s to save always fail.

YMETRICA

-Ignore up to -2 Rend for units in Mountain Stance, instead of -1
-Command Ability: End of combat phase, can use Tectonic Force again against another enemy unit within 1"
-Command Trait: When you pick this guy to fight, instead of fighting you can pick an enemy unti within 1" and deal D3 MW on a 2+.
-Artefact: +1 Attack to chosen weapon, 6+ Shrug, and 5+ Spell ignore

END OF TRADUCTION

In Age of Sigmar lumineth are :

-Versalite army
-Defensive force
-All Vanari units are wizard

Allegiance Abilities

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So it's a one per phase & one per battle unless you can gain AetherQuartz during the game. You use this currency to pay command like abilities...

ie

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sound cool, and it's each phase !!!

Vanari

the Vanari, the armies charged with defending the nations of the Age of Sigmar lumineth from those who would invade them. Vanari units consist of Auralan Sentinels, Auralan Wardens and Dawnriders. A reminder of the trio of spearmen, bowmen and cavalry that High Elf armies used.

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The rule is very nice and strong, but I am concerned about usability during the game.

Alarith

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Age of Sigmar lumineth also have 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.

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Wording is suggesting there is more than one stance ?

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Wow is this Warmachine ?

Sub-factions

Age of Sigmar lumineth can be customised even further with a variety of Great Nation rules

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Syar already reduce the limits of the allegiance ability!

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it's a simili free CP each turn but with some limits...not great for now.

Magics & Wizards

Good everyone is magician ^^

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Wtf !! Base units deal 1 mortal on a 6 or 5 with the spell ? Article suggest that all Vanari have it ? And ALL YOUR ARMY CAN TRY TO CAST THIS SPELL each hero phase and the spell last until your next hero phase , during melee and ranged ? wow that feel super duper strong ^^

Box Price

185$ (110£ ) You are not saving that much, but the Tome and widgets are Limited editions.

Limited Editions Starter Box

The 19 June the Age of Sigmar lumineth Box is going on pre orders ! The box is a limited editions with full multiparts models.

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5 Vanari Dawnriders (cavalry)
10 Vanari Auralan Wardens
1 Light of Eltharion (Incredibly models)

Also you get a limited edition Battletome :

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Tokens, widgets, Cards & Dices :

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A very neat Box ! hope the stock will last.

Age of Sigmar lumineth : The Army

A large number of models are already announced/revealed. Let's start with the Luminox !

Light of Eltharion

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The light of Eltharion is off course the Spirit of the good old Eltharion the Grim in a Lumineth Armor :D

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Haaaa the number of time I had a Beastmen unit flee and get hacked by this model ^^Enough with the nostalgia, the new model is awesome and maybe one of the biggest innovation of the last few years!!! An Empty Armor !!

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Check the details on the sprue !!

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Even if I am not starting a Lumineth army I am going to paint a gold NMM light of Eltharion !!

Light of Eltharion Fluff and details

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The Vanari Dawnriders

Medium cavalry of the Lumineth, awesome models, horses are super dynamic ! you get 5 of them in the Starter Box

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Vanadri Dawnriders fluff and design explained

Very cool cavalry, maybe the most High Elves unit in the army...

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Vanari Auralan Wardens

Basic troop of the Lumineth army, the Vanari Auralan Wardens fight synergy and talent that "lesser races" could only dream off....

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Models are interesting, but the Peacock helmet things is weird. The helmet is very very Spartan looking and I think i would paint the plume dark red and change the direction & size to match something like this :

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Vanari Auralan Sentinels

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(10 for 140, max 20)

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-Can pick an enemy unit within 30" of the unit champion that isn't visibble, can attack as if they were visible with the long range profile.
-Two attack profiles
-Unmodified 6+ to hit does 1 MW instead, 5+ with spell
-Wizard if they have the unit champion and 5+ models

Archmage Teclis and Celennar, Spirit of Hysh

As one of the twin aelven gods of Hysh, Teclis represents the very pinnacle of achievement for a Lumineth. The belt around his waist depicts the full runic mandala of his people, but he also bears the individual runestones of each of the four geomantic spirits, showing that he has mastered their teachings.

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The pose is super interesting but the model is kind of ugly ^^

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-Can cast 1, 2, or 3/4 spells. If 1, its auto cast and cant be unbound. If 2, it's auto cast at 12 but can be unbound. If 3 or 4, it's auto cast at 10 and can be unbound.
-Celennars Aura: +1 to cast, dispel, and unbind
-Can auto dispel 1 endless spell in your hero phase and auto unbind 1 enemy spell in their hero phase
-Friendly units in Celennar's aura ignore spells on a 4+ and an enemy within 18" takes D3 MW.
-Spell 1: 10 to cast. 5+ FNP within 18", can't be cast same turn as Hysh Protection.
-Spell 2: 10 to cast. Roll a dice for each enemy unit within 18" and visible. 1, nothing happens; 2-4 D3 MW, 5+ D6 MW


Alarith Spirit of the Mountain


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It's the generic version !


Avalenor, the Stoneheart King


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Named version, hammers are a bit small but love the paint job !


Alarith Stonemage


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Wizard from the Mountain Faction !


Alarith Stoneguard


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Melee units of the Mountain Faction. Allegedly you can swap the hammer for a Sword+pick weapon.


Scinari Cathallar


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Wizard hero that transform used Aetherquartz into spells/powers.

The Lumineth fluff

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The Lumineths are the next army for Age of Sigmar.

In the Genesis of AOS and following the destruction of the old world, the elves were devoured by Slaanesh. Luckily Teclis, Tyrion and Malerion managed to Imprison Slaanesh while he was digesting. After a lot of magic rituals, Teclis & Tyrion managed to extract the most stable elven souls from Slaanesh and founded the Lumineth in Hysh the Realm of Light, a paradisal land of geometric perfection.

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Still, even these nobles elves were tainted by Slaanesh and after discovering aetherquartz and their use they descended into madness. It escalated into a full war between the Lumineth Nation. Off course, it's during this period that chaos chose to invade and it was only thanks to Tyrion tactical genius that a few Lumineth stronghold survived. During this period Teclis was nowhere to be seen !!

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Ultimately, Teclis would be the salvation of the Lumineth. Allying himself with the ancient spirit known as Celennar, Teclis would return to Hysh with the secrets to bonding with the realm itself. Temples were founded to the aelementiri – the elemental spirits of the Hysh – based around tenets of humility and self-sacrifice. Aelves gained new elemental abilities, such as the Alarith, who could turn their skin to stone to emulate the mountains of their realm. Together, step by bloody step, the Lumineth would repel the forces of Chaos in the Wars of Reinvention, emerging from this conflict as the Realm-lords – creatures attuned to their natural world.

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Doing so they learned how to channel Geomantic Hysh Spirits : Mountains, rivers, wind, zenith ! This led to the creation of 4 distinct subfaction !

Fulll Fluff here

and

here

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