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===Leaders=== * '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Alarith%20Stonemage%20-%20eng.pdf Alarith Stonemage]:''' (130 pts) Floaty cow-kin him/herself. You will be seeing him in every list with Cow Elves (Stonegaurd) and Spirits of the Mountain. Fairly squishy at 5 wounds and only a 5+ save, until you remember he is ignoring Rend 1 (and Rend 2 in '''YMETRICA''' armies) among other defensive buffs. She is your standard 1 cast/1 unbind wizard that provides a powerful buff in the form of his '''STONEMAGE STANCE'''. In the start of the combat phase, the Stonemage can strike a pose that allows every '''ALARITH AELEMNTIRI''' WHOLLY WITHIN 12 inches an additional Rend on their melee weapons in exchange for not making a pile in move. Easy Rend 2 on all my Stoneguard? Yes please. His spell, '''Gravitic Redirection''' is cast on a 5+. The stonemage gains fly, and picks an enemy units within 18", cutting their speed in half and turning off fly. It also does a mortal wound, but that's definitely not the main point. Pick the enemy's big flying threat and laugh at the waster 400+ points. S/He's got a pretty standard mage melee statline, but his/her real job is to buff till the cows come home. If you can't tell, the model's sex is hard to tell, go elves! * '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Scinari%20Cathallar%20-%20eng.pdf Scinari Cathallar]:''' (140 pts) These professional mourners are excellent at debuffing foes and mitigating the drawbacks of <s>crystal meth</s> aetherquartz. Aside from the obvious Scinari benefits, she also gains the '''Emotional Transference''' ability, allowing her to target any Lumineth unit within 18" and let them ignore battleshock. What's more, if that unit lost models, you can later target an enemy with 18" and add their casualties to their bravery roll. Basically her job is to ruin the fun your opponent thought he was having when his Scary charge killed 15 elves. * '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_ScinariLoreseeker.pdf Scinari Loreseeker]:''' (160pts) LOREMASTERS OF HOETH RETURN TO US NOW, AT THE TURN OF THE TIDE. Since they embody the balance of tyrionic and teclian ideals like none other, they perform well in both melee, a 12" shooting atack and casting a single spell a turn. That however is not what you take them for. You take him for his special rules. With "Loreseeker" he generates a CP everytime a enemy with an artifact dies within 3" of him, but the real ticket is the Rule <s>"In Addition"</s> "Lone Agent" He gets +1 to his save if he is away 9" from friendlies, he gets to set up 3" away from enemy models and not your territory. If you set him up near an objective without enemies it's his and it cannot be stolen until he dies. Either game breaking or a neat trick, the jury is still out on this one. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_ScinariCalligrave.pdf Scinari Calligrave]:''' (100pts) A new wizard who's job it is to un-chaos lands he visits with totally-not-dwarf-runes. Their unique spell is a like arcane bolt, but it only works against other heroes and instead of rolling really high, you need to spend a turn marking an enemy hero with this spell before casting it again to deal D6 MW. Since 2D3 is statistically better than 1D6, it's pretty meh, even more so since you also need to cast the spell again to get the chance to completely botch your D6 roll; the other side of the coin is D6 MW sounds terrifying in prospect, especially on marked support heroes that could get instascrubbed on a favourable roll, which could lead to enemy players treading mega conservatively to let you get into better position or leave one of their units without their support. Once per game, he can pick a spot ANYWHERE on the map. Roll a dice and add the current battle round to the result. On a 5+, he paints out a rune on the chosen spot; this rune makes it so that no friendly Lumineth units wholly within 9" need to make battleshock tests while wizards within this area can add +1 to their casting/dispelling/unbinding checks. Don't expect to get this off early in the game, and whilst it sounds crappy on paper, the rune could add some much-needed stability in late/endgame cycles in matches when your army has taken a beating. You pay a generous 100 points for a mediocre spell and an ability that requires waiting a few turns before it can be reliably cast, so whilst you'll be uhm-ing and ahh-ing about this guy, there isn't much to whinge about! He's cheap, he has his uses, can give a bloody nose in a fight, and it's one more spell to add to your Hero phase! Have him contemplate and spam Total Eclipse whilst babysitting some Starshard Ballistae, people will hate you. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_HurakanWindmage.pdf Hurakan Windmage]:''' (120pts) The not-last Airbender/Son Wukong with Horns comes in fast with 16" on his little cloud friend. A 5+ Save and standard mage whacky stick is nothing to write home about, he is your buff boy for all things windy. With the rule on the "Windmage Symbiosis" on the Windspirit scroll he replenishes their power, with his own "Windleap" he has your Windchargers go a bit faster and since Calming Zephyr from his spell lore is kind of the default he has some more heals to go around. For his own protection his little fan redirects enemy missile attacks to give him a better save and on an unmodified 6 on his save he can send a mortal wound back to an enemy within 9". No matter how small or big your Hurakan temple will be, he's a part of it. * '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_VanariLordRegent.pdf Vanari Lord Regent]:''' (150pts) Your new generic melee hero on a bomb ass amalga-mount. His addition means you finally have something other than wizards to give those melee focused artifacts to, as well as an HQ who can actually keep up with the dream of a cav-spam list. 14", 6 wounds and a 3+ save as well as good melee sees him pose a mobile threat. His Pure Aetherquartz not only makes his casting a little better but also offers an innate -1 to hit against him, so he shines bright like a diamond until he uses his Quartz up, then the ability dies. Greater Power of Hysh is your safety net, should a Vanari unit fail to get their power of Hysh cast. On a 7 you can give the same Power of Hysh to D3 units wholly within 18". A fantastic all around choice. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_VanariBannerblade.pdf Vanari Bannerblade]:''' (110pts) An elf with a massive banner. Friendly Lumineth within 18" add +1 to their bravery just by seeing this flag, but this is boosted to +3 when this guy's within 3" of an enemy. In addition, once per game during any phase you can trigger the power of their banner - enemy units within 18" need to roll a d6 and if they roll under the current turn number, they eat D3 MWs and a -1 to hit in melee for the phase. Despite being no slouch in Melee, he is more of a niche choice, but not one you'll have to feel bad about. *'''Scinari Enlightener:''' The new hero of Arcane Cataclysm, this is another mage that's more dedicated to being a caster, being able to cast and deny twice and being able to have a successful Hysh spell cast twice if you roll a 3+ once per turn. Their unique spell locks onto an enemy within 12", making any wounds they suffer transfer onto their chosen enemy. While suicidal as all hell, it can be funny to see an enemy daemon prince kill the puny mage only to then get split open by their own sword.
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