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		<title>Age of Sigmar/Tactics/Order/Lumineth Realm-Lords</title>
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		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:5E1:5989:8481:DC58: /* Artefacts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Age of Sigmar Faction|Faction=Lumineth Realm-Lords|Logo=Eltharion&#039;s essence.jpg|Alliance=Order|Motto=FOR &amp;lt;s&amp;gt;ULTHUAN&amp;lt;/s&amp;gt; HYSH!!!!!}}&lt;br /&gt;
&lt;br /&gt;
The time of isolation is over, and now the Lumineth Realm-lords (not capitalizing the &amp;quot;-L&amp;quot;) finally rise to defeat the forces of chaos with their unwavering resolve, unstoppable magic, angry cow people, stupid and impractical headgear even by this setting&#039;s standards and crippling drug addiction! (No really, that last part is actually part of their rules)&lt;br /&gt;
&lt;br /&gt;
New battletome incoming!&lt;br /&gt;
&lt;br /&gt;
==Why Play Lumineth Realm Lords?==&lt;br /&gt;
*You were a big fan of High Elves in The World that Was.&lt;br /&gt;
*You saw &amp;lt;s&amp;gt;300&amp;lt;/s&amp;gt; Alexander the Great and thought to yourself &amp;quot;Yeah, this is cool, but you know what would be awesome? If they had pointy ears and a drug addiction!&amp;quot;&lt;br /&gt;
*Because you agree with most people that Eltharion was done dirty in The [[End Times]] and thought he deserved a new chance to shine.&lt;br /&gt;
*Because you want a more defensive playstyle with very durable infantry and a lot of flanking and ranged firepower.&lt;br /&gt;
*While you are an Elf fan, you also secretly like Dwarfs and want a factions that mixes elements of both.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
*Extremely durable core options with your Vanari units being able to automatically give enemies -1 to hit for your standard spears, archers and cavalry.&lt;br /&gt;
*If you absolutely need to hit a unit before it gets away or fights back, you can with Lightning Reactions.&lt;br /&gt;
*You can give your units buffs out the ass, and you don&#039;t need magic to do so.&lt;br /&gt;
*Speaking of magic, did we mention all your Vanari units are mages? You are *the* magic army, with only the likes of Tzeentch being able to keep up with you... and then you could take Teclis, who gives Lords of Change penis envy. Nobody expects Geminds and Lifeswarms to come out of your battleline.&lt;br /&gt;
*You can&#039;t throw a rock without hitting something that deals Mortal Wounds.&lt;br /&gt;
*Very powerful HQ choices. Obviously they have Teclis but if you don&#039;t want/can&#039;t afford him their other options are pretty damn good. &lt;br /&gt;
*Sweet spell lores. Being able to drop all enemy Bravery, make all your opponent&#039;s command abilities cost double, giving one of your units Ethereal or teleporting them means you have a spell for every situation.&lt;br /&gt;
*Horde factions are going to hate your guts because you have a lot of ways to get cheap, plentiful models off the field.&lt;br /&gt;
*You can turn the main weakness of using Aetherquartz, the -1 to bravery, and give it to your enemy, giving factions like Grots and Skaven a massive middle finger.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
*Remember all those buffs we mentioned above? Well, most come with drawbacks. Sure, you can get your wardens to give the enemy -1 to hit having their models all touching, but now they can&#039;t run or charge. Sure you can break into your Aetherquartz reserve to give your troops a rush, but now they have -1 to bravery. You need to make sure you are using them at the best time to mitigate the drawbacks.&lt;br /&gt;
*No multi-casters outside of bringing Teclis or &amp;lt;s&amp;gt;snorting crystal meth&amp;lt;/s&amp;gt; using aetherquartz.&lt;br /&gt;
*The models are bad to transport. There&#039;s a lot of bits sticking off them like weapons, tassels and braids. The Vanari Dawnrider models are only connected to their bases by one hoof from their horsies. They&#039;ll likely need the Nighthaunt or Sylvaneth solution.&lt;br /&gt;
*Their bravery is mediocre, and gets even worse if they use aetherquartz.&lt;br /&gt;
*Your only allies are your edgy cousins from the sea, questionable lore be damned.&lt;br /&gt;
*Though you have the military style down from the High Elves, you traded the awesome stuff like Dragons, Lions, and eagles for weird &amp;lt;s&amp;gt;furries&amp;lt;/s&amp;gt; Elemental spirits and amalgamation mounts.&lt;br /&gt;
&lt;br /&gt;
==Army Rules==&lt;br /&gt;
===Battle Traits===&lt;br /&gt;
*&#039;&#039;&#039;AETHERQUARTZ RESERVE:&#039;&#039;&#039; This is your big army-wide resource, more akin to the Kharadron&#039;s Aethergold in application. Every unit in your army has a single share of Aetherquartz. Once per phase, you can let one unit blow their reserves for one of the following powers below. However, using it has drawbacks: After using it, the unit suffers &amp;lt;s&amp;gt;Drug withdrawal&amp;lt;/s&amp;gt; -1 to their Bravery for the rest of the game. &lt;br /&gt;
**&#039;&#039;Heightened Senses:&#039;&#039; Triggered before the unit shoots or fights. The unit adds +1 to hit with any attacks they make for this phase (Shooting/Combat Phase).&lt;br /&gt;
**&#039;&#039;Heightened Reflexes:&#039;&#039; +1 Save when chosen as an attack target (Shooting/Combat Phase).&lt;br /&gt;
**&#039;&#039;Magical Boost:&#039;&#039; +1 or reroll cast (Your Hero Phase).&lt;br /&gt;
**&#039;&#039;Magical Insight:&#039;&#039; Cast an extra spell (Your Hero Phase).&lt;br /&gt;
*&#039;&#039;&#039;ABSORB DESPAIR:&#039;&#039;&#039; Once per phase, a Cathallar wholly within 18&amp;quot; of a unit who uses an Aetherquartz can absorb it. If they do, don&#039;t reduce that units Bravery by 1 and instead choose an enemy unit within 18&amp;quot; of the Cathallar and reduce its Bravery by 1 for the rest of the battle. An enemy unit can&#039;t be affected by this more than once per battle. Its effectiveness depends on your opponent. It&#039;s great against some armies (nearly all Destruction armies will hate this), but worthless against others (Ossiarch Bonereapers laugh this off). However, your unit still shrugs off the -1 to its Bravery, even if there is no eligible enemy target.&lt;br /&gt;
*&#039;&#039;&#039;LIGHTNING REACTIONS:&#039;&#039;&#039; When you get to select a unit to fight, instead of picking only 1, you get to pick 2 units with this ability. They then fight one after the other.&lt;br /&gt;
*&#039;&#039;&#039;SHINING COMPANY:&#039;&#039;&#039; Any {{AOSKeyword|Vanari}} units (Auralan Sentinels, Wardens, bladelords, and Dawnriders) that is set up where a model is touching bases with two other models is automatically made a Shining Company, encouraging block-like tactics of old. Units in this fashion are harder to hit with a -1 to hit them., but they can&#039;t run or charge and they only get a pile-in distance of 1&amp;quot;. It&#039;s better to stagger your models in the crook of the circle bases than it is to line up in a proper rectangle. BE VERY CAREFUL when pulling casualties to make sure you don&#039;t accidentally lose the buff, since it&#039;s gone for good once it is. &lt;br /&gt;
*&#039;&#039;&#039;DEEP THINKERS:&#039;&#039;&#039; Any {{AOSKeyword|Scinari Wizards}} can choose to skip casting spells to think really hard. If they do so, next turn the first spell they cast is automatically cast at a 9 that can not be modified, but can be unbound. They learned a little from Teclis, but not quite enough it seems. &lt;br /&gt;
*&#039;&#039;&#039;ENDURING AS ROCK:&#039;&#039;&#039; Before the first battle round of the game and at the start of your hero phases, you can set up any number of {{AOSKeyword|Alarith}} units (Hammerboys, stonemages, and Moontains) into the Mountain Stance. Until the end of your next Hero Phase, your units now ignore Rend -1. There is currently no reason to opt out of doing this. Always have it on. &lt;br /&gt;
*&#039;&#039;&#039;TECTONIC FORCE:&#039;&#039;&#039; At the end of all combat phases, your {{AOSKeyword|Alarith}} units can each nominate an enemy unit within 1&amp;quot; of them (Though two units can&#039;t nominate the same enemy). The enemy is then shoved 2&amp;quot; in any direction so long as they are more than 1&amp;quot; from any {{AOSKeyword|Alarith}} unit and then you can let these units within 3&amp;quot; pile in 1&amp;quot; to continue fighting. This is your means of dominating the objective game and tossing enemies into deadly terrain.&lt;br /&gt;
*&#039;&#039;&#039;MOVE LIKE THE WIND:&#039;&#039;&#039; Any time a {{AOSKeyword|Hurakan}} unit piles in, it doesn&#039;t need to pile in to the closest enemy model. In addition, when they charge, they can fly and move 3&amp;quot; for piling in. All of it helps establish their role as alpha-strikers, the pile-in trick helping them move to more favorable fights.&lt;br /&gt;
&lt;br /&gt;
===Command Traits===&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Lords of the Warhosts&amp;quot;&amp;gt;&lt;br /&gt;
{{AOSKeyword|Vanari}} only.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Grand Strategist:&#039;&#039;&#039; If your general is on the field during the first turn, you gain 1 CP.&lt;br /&gt;
#&#039;&#039;&#039;Consummate Warrior:&#039;&#039;&#039; Once per turn, your general can re-roll a failed hit, wound or save roll they make. &lt;br /&gt;
#&#039;&#039;&#039;Astute Commander:&#039;&#039;&#039; When your general is on the field, you can roll a die any time you spend a CP and regain that CP on a 6+.&lt;br /&gt;
&lt;br /&gt;
It&#039;s more a toss-up between Consummate Warrior and Astute Commander, hinging on how much you need your CP. If you don&#039;t spend them much, then Consummate Warrior will give a  bit of an edge in combat. Otherwise, Astute Commander gives a meager chance of winning back some CP.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Lords of Brilliance&amp;quot;&amp;gt;&lt;br /&gt;
{{AOSKeyword|Scinari}} only.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Spellmaster:&#039;&#039;&#039; Once per turn in your Hero phase, you can re-roll 1 failed casting attempt. &lt;br /&gt;
#&#039;&#039;&#039;Loremaster:&#039;&#039;&#039; Your General knows 1 extra spell from the Lore of Hysh.&lt;br /&gt;
#&#039;&#039;&#039;Warmaster:&#039;&#039;&#039; When your general is on the field, at the start of your Hero phase, you get a CP on a 4+.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re bringing a Cathallar you could honestly go for any of these. Spellmaster is strong enough, as there&#039;s so many good spells you really want to go off. Loremaster is good if you want some more versatility from your spellcaster and if you give it a Silver Wand you could get a caster that can get a ton of magical value in one turn. Warmaster can get you some nice CP if you&#039;re lucky though if you want consistency from your general you&#039;re better off with the other two.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Lords of the Air&amp;quot;&amp;gt;&lt;br /&gt;
{{AOSKeyword|Hurakan}} only, meaning only your nimbus-wizard.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Grand Windrider:&#039;&#039;&#039; When a Windchargers unit wholly within 24&amp;quot; of the general moves, their movement is upped to 16&amp;quot; and they can fly.&lt;br /&gt;
#&#039;&#039;&#039;Swift:&#039;&#039;&#039; Your general adds +3&amp;quot; to movement.&lt;br /&gt;
#&#039;&#039;&#039;Loremaster:&#039;&#039;&#039; Your general knows 1 extra spell from the Lore of the Winds.&lt;br /&gt;
&lt;br /&gt;
Grand Windrider pretty much expects that you&#039;ll be running a windcharger-heavy list so it can actually see use, as it provides nothing to the archery foxes. Swift serves as a decent choice if you plan to sprint a lot between supporting foxes and charges as you&#039;ll be needing to heal the former while making sure the latter can be free to move where they wish. Naturally, Loremaster is as powerful here as it is in any other list.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Lords of Stone&amp;quot;&amp;gt;&lt;br /&gt;
{{AOSKeyword|Alarith}} only, so for right now, just floaty rock guy&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Majestic:&#039;&#039;&#039; Add 1 to Bravery of friendly Lumineth wholly within 12&amp;quot; of the General. Also, your enemies subtract 1 from Bravery while they are within 18&amp;quot; of the General. &lt;br /&gt;
#&#039;&#039;&#039;Enduring:&#039;&#039;&#039; Add 3 to the General&#039;s wounds characteristic. &lt;br /&gt;
#&#039;&#039;&#039;Loremaster:&#039;&#039;&#039; General knows 1 extra spell from the Lore of High Peaks.&lt;br /&gt;
&lt;br /&gt;
Majestic seems boring, but with all the bravery debuffs in this army, you could easily have most of the opposing army at -3 Bravery while you&#039;re able to at least walk off the Bravery penalty of spending your share of Aetherquartz. A few casualties over multiple units could see elite armies heading for the hills real quick. Enduring isn&#039;t bad when the big hat man is public enemy number one for keeping your war cows at top bracket, improving Rend of Cow Elves around him, and providing re-rolls to saves in the Moo Cow battalion. A very good choice when mixing the various defensive buffs available to him. Loremaster is, obviously, a solid enough choice.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Artefacts===&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Heirlooms of the Sun&amp;quot;&amp;gt;&lt;br /&gt;
{{AOSKeyword|Vanari}} only.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Syari Pommel:&#039;&#039;&#039; The bearer gets another share of Aetherquartz. &lt;br /&gt;
#&#039;&#039;&#039;Senlui Amulet:&#039;&#039;&#039; The bearer can run and charge in the same turn.&lt;br /&gt;
#&#039;&#039;&#039;Sun Stone:&#039;&#039;&#039; The bearer can now dispel endless spells and unbind normal spells as if they were a wizard. If they were already wizards, then they can add +1 to their first unbind and dispel rolls.&lt;br /&gt;
&lt;br /&gt;
The Syari Pommel is not as potent as Syar&#039;s ability to give everyone extra shares, this is enough to help boost your forces once over or grant the Cathallar another shot at debuffing the enemy. The Senlui Amulet is pretty much tailor made for the lord regent who absolutely needs a massive charge range, though the bannerblade can also benefit from it if they&#039;re not bothering with supporting their allies. The Sun Stone pretty much is there as an insurance policy if you&#039;re not expecting your wizard to survive.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Heirlooms of Hysh&amp;quot;&amp;gt;&lt;br /&gt;
{{AOSKeyword|Scinari}} only.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Phoenix Stone:&#039;&#039;&#039; If a friendly {{AOSKeyword|Lumineth Realm-Lords Hero}} is slain within 12&amp;quot; of the bearer, before removing that model from play, roll a dice. On a 6 that model is not slain, all wounds allocated to it are healed and any wounds that currently remain to be allocated to it or its unit are negated&lt;br /&gt;
#&#039;&#039;&#039;Silver Wand:&#039;&#039;&#039; The bearer can cast 1 extra spell in their hero phase.&lt;br /&gt;
#&#039;&#039;&#039;Blade of Leaping Gold:&#039;&#039;&#039; Pick 1 of the Bearer&#039;s weapons. Add 3 to the Attacks characteristic of that weapon. &lt;br /&gt;
&lt;br /&gt;
You will be taking the Silver Wand. Nothing else even has half as much versatility in use. The Phoenix Stone has it&#039;s uses, with it not being 1 use, but it&#039;s still very unreliable. Maybe in a hero heavy list it has a place. The Blade of Leaping Gold is best used on the Calligrave as they have the best melee profile of any of the non-unique Scinari&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Gifts of the Winds&amp;quot;&amp;gt;&lt;br /&gt;
{{AOSKeyword|Hurakan Heroes}} only.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Windblast Fan:&#039;&#039;&#039; Once per game during the enemy&#039;s movement phase, you can pick a unit within 3&amp;quot; of the bearer. This unit most move and must retreat from the enemy, no questions asked. &lt;br /&gt;
#&#039;&#039;&#039;Wind Stone:&#039;&#039;&#039; You get a single-use grenade you can throw at an enemy unit within 18&amp;quot; of the bearer. On a 2+, that unit takes 3 mortal wounds, but a 5+ makes it d6. &lt;br /&gt;
#&#039;&#039;&#039;Buffeting Aspiragillum:&#039;&#039;&#039; 5+ FNP save.&lt;br /&gt;
&lt;br /&gt;
The Windblast Fan can provide some breathing room when dealing with battles, but it also means that you&#039;re still in range for a second charge if you don&#039;t bail immediately. The Wind Stone gives you a single shot at some undeniable damage, but nothing else. The Buffeting Asipragillum is perhaps the one with the most uses, as they&#039;re likely more of an target since they are so vital for keeping the spirits of the wind alive.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Gifts of the Mountain&amp;quot;&amp;gt;&lt;br /&gt;
{{AOSKeyword|Alarith Heroes}} only.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Hearthstone Amulet:&#039;&#039;&#039; 5+ FNP save.&lt;br /&gt;
#&#039;&#039;&#039;Ebony Stone:&#039;&#039;&#039; Each time the bearer is affected by a spell or endless spell, you can roll a die. On a 4+ Ignore the effects of that spell on the bearer.&lt;br /&gt;
#&#039;&#039;&#039;Magmic Hammer:&#039;&#039;&#039; If the bearer is a {{AOSKeyword|Wizard}} (Which the only one model to take this item is), add 1 to the number of mortal wounds inflicted by Arcane Bolt spells that are cast by the bearer.&lt;br /&gt;
&lt;br /&gt;
All 3 have their uses, but the Ebony stone is probably the weakest of the bunch as you should have no problem stopping any and all harmful spells headed your way via other means. The Amulet adds even more survivability to your already potentially hyper-tanky mages (between ignoring rend, the sanctum, and this, you could have a pretty annoying model to remove), and the Magmic hammer just adds more punch in case your don&#039;t need to buff any Alarith squads.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Great Nations===&lt;br /&gt;
your bog standard subfaction list. We only have 6 so far, with a theoretical max of 10. &lt;br /&gt;
&lt;br /&gt;
====Syar====&lt;br /&gt;
*&#039;&#039;&#039;Gleaming Brightness:&#039;&#039;&#039; All your {{AOSKeyword|Syar}} units get 2 Aetherquartz reserves instead of 1. With how powerful these boosts are, you&#039;ll definitely appreciate a second wave of these working without worry about Morale. Pair with a Cathallar to avoid a permanent -2 to your bravery. &lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039; - &#039;&#039;Deplete Reserves:&#039;&#039; If a {{AOSKeyword|Syar}} unit uses an aetherquartz reserve ability, you may pick another {{AOSKeyword|Syar}} unit within 18&amp;quot; that still has a reserve. You may spend that reserve to give them the same ability. Great for boosting your forces in a big charge&lt;br /&gt;
*&#039;&#039;&#039;Command Trait - Goading Arrogance:&#039;&#039;&#039; Choose 1 enemy hero within 6&amp;quot; of this hero. That enemy hero must attack your general, and your general gets +1 to hit for attacks against that enemy hero.  Best on a Lord Regent or a Loreseeker, but can be pure troll even with a spellcaster.  For example, park your Cathallar 6&amp;quot; from Archaon and watch as he spends the rest of combat seething helplessly while she makes fun of his daddy issues from behind a wall of spears he can&#039;t attack. &lt;br /&gt;
*&#039;&#039;&#039;Artefact - The Perfect Blade:&#039;&#039;&#039; Unmodified 3+ hits always hits, Unmodified 3+ wounds always wound, and unmodified 3s to save always fail. Absolutely worth it for your Lord Regent, Loreseeker or Bannerblade.&lt;br /&gt;
&lt;br /&gt;
These guys will make your aetherquartz last much longer, and feel more impactful. &amp;lt;s&amp;gt;The meth lab workers among the Lumineth, hence their larger stash&amp;lt;/s&amp;gt;. A Cathallar is pretty much a requirement in this army because otherwise your troops will have the bravery of most Skaven troops after blowing their reserves. Have a Vanari Lord Regent or Loreseeker somewhere so you&#039;ll actually have someone reasonable to give the Perfect Blade to.&lt;br /&gt;
&lt;br /&gt;
====Iliatha====&lt;br /&gt;
*&#039;&#039;&#039;Unity in Purpose:&#039;&#039;&#039; Once per phase, after a {{AOSKeyword|Iliatha Vanari}} uses a command ability, you may select another {{AOSKeyword|Iliatha Vanari}} within 3&amp;quot;. That unit gains the same ability for free.&lt;br /&gt;
*&#039;&#039;&#039;Connected Souls:&#039;&#039;&#039; +2 Bravery to all Vanari and Aelemantari troops, making up your your mediocre base bravery. You can use an Aetherquartz now and still be in a better bravery position than normal&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039; - &#039;&#039;Strike in Unison:&#039;&#039; During your shooting or combat phase you may select one {{AOSKeyword|Iliatha Vanari}} unit with 2 or more models and they reroll hit rolls of one.&lt;br /&gt;
*&#039;&#039;&#039;Artefact&#039;&#039;&#039; - &#039;&#039;Simulacra Amulet:&#039;&#039; The &amp;lt;s&amp;gt;Chad&amp;lt;/s&amp;gt; Stacy Simulacra Amulet vs The &amp;lt;s&amp;gt;Virgin&amp;lt;/s&amp;gt; Becky Phoenix Stone. The first time the bearer dies, roll a dice. On a 4+ heal them back to full.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re a sucker for good &#039;ole High Elf aesthetic, then this is your choice. While it doesn&#039;t explicitly buff your aelementari stuff, it doesn&#039;t mean they don&#039;t fit in with the +2 bravery. This will probably be your best choice if you wanna go for quantity rather than quality, though you&#039;re still going to be fairly elite.&lt;br /&gt;
&lt;br /&gt;
====Zaitrec====&lt;br /&gt;
*&#039;&#039;&#039;Lambent Mystics:&#039;&#039;&#039; The first cast, dispell, or unbind from *EACH* wizard in your army gets +1 every command phase. Each wizard hero knows one extra spell, and each wizard in the army gets the spell overwhelming heat in addition to the spells they know.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039; - &#039;&#039;Fast Learner:&#039;&#039; General can dispel 1 additional spell and can reroll the second unbinding roll.&lt;br /&gt;
*&#039;&#039;&#039;Lore of Zaitrec&#039;&#039;&#039; - &#039;&#039;Overwhelming Heat:&#039;&#039; Casts on 7. Enemy unit within 24&amp;quot; has halved movement, and if you roll a die and its equal to or higher than their save, they take D3 MWs. It&#039;s a solid little spell, but you&#039;ll usually be casting if you&#039;ve already done everything else. &lt;br /&gt;
*&#039;&#039;&#039;Artefact&#039;&#039;&#039; - &#039;&#039;Gift of Celennar:&#039;&#039; 6+ shrug for MWs, +2 if Teclis is on the battlefield&lt;br /&gt;
&lt;br /&gt;
The magic choice. Taking Teclis with this Great Nation will probably bring the most out of them for that sweet, sweet MW avoidance - although he isn&#039;t an auto-include. Obviously protecting your mages is paramount and if the heroes die early you&#039;re pretty much screwed. ALWAYS combine this with the twin stones for more magic shenanigans.&lt;br /&gt;
&lt;br /&gt;
====Ymetrica====&lt;br /&gt;
*&#039;&#039;&#039;Mountain Realm:&#039;&#039;&#039; Ignore up to -2 Rend for units in Mountain Stance, instead of -1&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039; - &#039;&#039;Redoubled Force:&#039;&#039; End of combat phase, one unit that&#039;s used Tectonic Force and within 18&amp;quot; of a {{AOSKeyword|Ymetrica Hero}} can use Tectonic Force again against another enemy unit within 1&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039; - &#039;&#039;Almighty Blow:&#039;&#039; When you pick the general to fight, instead of fighting you can pick an enemy unit within 1&amp;quot; and deal D3 MW on a 2+.&lt;br /&gt;
*&#039;&#039;&#039;Artefact&#039;&#039;&#039; - &#039;&#039;Mountain&#039;s Gift:&#039;&#039; +1 damage to a single attack made by a single weapon, 6+ FNP, and 5+ Spell ignore&lt;br /&gt;
&lt;br /&gt;
Obviously, this one is meant of Alarith units, so you should be going with a stoneguard, mountain spirit and stonemage army for this one. It&#039;s not quite as powerful as it was in the 2020 battletome, but it remains very focused on using the Alarith, tanking blows and shoving around enemies.&lt;br /&gt;
&lt;br /&gt;
====Alumnia====&lt;br /&gt;
*&#039;&#039;&#039;Claim the Field:&#039;&#039;&#039; Right before the battle begins you can pick up to three {{AOSKeyword|Alumnia Vanari}} or {{AOSKeyword|Alumnia Scinari}} units to move immediately, but they can&#039;t run.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039; - &#039;&#039;Seize the Moment:&#039;&#039; During the charge phase, pick a friendly unit that already ran. This unit can charge after running.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039; - &#039;&#039;Burning Gaze:&#039;&#039; At the start of the fight phase, your general can target one enemy unit within 3&amp;quot; ad deal a MW on a 2+.&lt;br /&gt;
*&#039;&#039;&#039;Artefact&#039;&#039;&#039; - &#039;&#039;Waystone:&#039;&#039; Once per game, the bearer can forgo moving and pick a unit within 12&amp;quot; of them. The bearer can immediately teleport to any spot 1&amp;quot; from that chosen location so long as it&#039;s not within 3&amp;quot; of an enemy unit.&lt;br /&gt;
&lt;br /&gt;
Another mobility-focused nation, though not nearly as focused on any single faction like Helon. The battle trait grants your troops a much-needed scouting move, while the command ability gives all your units a very useful perk when stuck in combat.&lt;br /&gt;
&lt;br /&gt;
====Helon====&lt;br /&gt;
*&#039;&#039;&#039;Gale of Killing Shafts:&#039;&#039;&#039; All {{AOSKeyword|Helon}} missile units within 3&amp;quot; of an enemy gain +1 attacks.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039; - &#039;&#039;Gone Like the Wind:&#039;&#039; At the end of combat you may pick one {{AOSKeyword|Helon}} unit that is within 12&amp;quot; of a {{AOSKeyword|Helon}} hero. That unit may move but not run.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039; - &#039;&#039;Skyrace Grand Champion:&#039;&#039; Your general can reroll one run, charge and casting roll per battle.&lt;br /&gt;
*&#039;&#039;&#039;Artefact&#039;&#039;&#039; - &#039;&#039;Metalith Dust:&#039;&#039; Once per battle you may select one enemy unit within 3&amp;quot; of the bearer. That unit suffers -1 to hit and wound rolls until the end of the phase.&lt;br /&gt;
&lt;br /&gt;
You pick this one if you REALLY want to piss your opponent off. Giving you ranged units extra shots and the ability to escape from close quarters combat will drive them to want to bash your face in with a hammer. It&#039;s also great if you want to go with a Hurakan themed army.&lt;br /&gt;
&lt;br /&gt;
===Spell Lores===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Power of Hysh:&#039;&#039;&#039; Casts on 6. This can be cast by the battleline units with Sunmetal Weapons, and allows them to dish out mortal wounds on a 5+ instead of a 6+. Very, VERY good, especially on &amp;lt;strike&amp;gt;Bladelords&amp;lt;/strike&amp;gt; (Bladelords have Sunmetal weapons but not the ability as the spell states, therefore it won’t work on them), Wardens or Sentinels.&lt;br /&gt;
**&#039;&#039;&#039;Greater Power of Hysh:&#039;&#039;&#039; Casts on 7. The version given to Lord Regents and Lyrior Uthralle essentially lets you spread this to d3 other units wielding Sunmetal weapons within 18&amp;quot; of them. Pretty much there so you&#039;re not fretting about which unit you want to use Power of Hysh on.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Lore of Hysh&amp;quot;&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Speed of Hysh:&#039;&#039;&#039; Casts on 5. Double the movement of a friendly unit within 18&amp;quot; of the caster. Amazing for sprinting onto objectives, stealing away an important enemy charge, or slinging some cavalry almost 30&amp;quot; across the board. &lt;br /&gt;
#&#039;&#039;&#039;Solar Flare:&#039;&#039;&#039; Casts on 8. Pick a point on the battlefield within 10&amp;quot; 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. Very useful in mirror matches. &lt;br /&gt;
#&#039;&#039;&#039;Lambent Light:&#039;&#039;&#039; Casts on 5. Pick an enemy unit within 18&amp;quot;, you can reroll missile weapon attacks against that unit until your next hero phase. Remember you can reroll even if you don&#039;t miss. Your other &amp;quot;auto-include&amp;quot; if you&#039;re following the competitive route of a decent number of archers. &lt;br /&gt;
#&#039;&#039;&#039;Ethereal Blessing:&#039;&#039;&#039; Casts on 6. Give Ethereal to a friendly unit within 18&amp;quot;. Remember that this also includes positive buffs like cover or drugs. Think before you cast. &lt;br /&gt;
#&#039;&#039;&#039;Total Eclipse:&#039;&#039;&#039; Casts on 8. Until next hero phase, your opponent has to spend 2 CP instead of 1 when using command abilities. Easily our most trolly spell, use it to absolutely cripple some of the stronger combinations in the game by stopping almost all Command ability shenanigans. You should almost always have this, just in case. &lt;br /&gt;
#&#039;&#039;&#039;Protection of Hysh:&#039;&#039;&#039; Casts on 8. Give friendly units wholly within 9&amp;quot; of the caster 5+ FNP. Doesn&#039;t stack with Teclis&#039; sadly.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Lore of the Mountains&amp;quot;&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Unyielding Calm:&#039;&#039;&#039; Casts on 4. Unit wholly within 18&amp;quot; doesn&#039;t have to take Battleshock tests. Super nice if you didn&#039;t bring Eltharion for some reason. &lt;br /&gt;
#&#039;&#039;&#039;Crippling Vertigo:&#039;&#039;&#039; Casts on 6. Pick an an enemy unit within 18&amp;quot; of the caster. Until your next hero phase, roll 2d6 each time the unit tries to make a normal move, pile in, or charge. If the roll is higher than the unit&#039;s bravery, it cannot make that move. The most obnoxious spell in this tree, use it to even further stall that big monster who got hit by your stonemage&#039;s signature spell. &lt;br /&gt;
#&#039;&#039;&#039;Voice of the Mountains:&#039;&#039;&#039; Casts on 6. -2 Bravery to all enemy units until end of turn, and then -1 until your next hero phase.&lt;br /&gt;
#&#039;&#039;&#039;Living Fissure:&#039;&#039;&#039; Casts on 6. Draw a 1mm line to a point 9&amp;quot; from the caster, on a 2+ deal D3 MWs to a unit that lines passes over&lt;br /&gt;
#&#039;&#039;&#039;Entomb:&#039;&#039;&#039; Casts on 7. Pick an enemy model within 18&amp;quot; and visible to the caster. Roll a dice, if the result is higher than the model&#039;s Wound characteristic, it is slain. If you roll a 6 and it is not enough to kill, deal D6 MW instead.&lt;br /&gt;
#&#039;&#039;&#039;Assault of Stone:&#039;&#039;&#039; Casts on 8. Choose an enemy unit wholly within 24&amp;quot; and visible to the caster. Roll a number of dice equal to the casting roll. For each result *lower* than the enemy unit&#039;s save value, they take 1 MW. Rolls of 1 or 2 never deal a mortal wound and Saves of &amp;quot;-&amp;quot; count as 6 for this rule. Really god for digging through chaff, but not much else. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Lore of the Winds&amp;quot;&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Freezing Squall:&#039;&#039;&#039; Casts on 5. An enemy unit within 12&amp;quot; is unable to run until your next Hero Phase. Annoying, though it may not matter much to certain armies.&lt;br /&gt;
#&#039;&#039;&#039;Howling Gale:&#039;&#039;&#039; Casts on 7. An enemy unit within 12&amp;quot; will be unable to use or benefit from command abilities. Oh, this can prove to be a right pain, especially in armies that really rely on their leaders.&lt;br /&gt;
#&#039;&#039;&#039;Guiding Flurries:&#039;&#039;&#039; Casts on 7. One friendly Lumineth unit wholly within 12&amp;quot; of the wizard can pick between either adding 6&amp;quot; to the range of their missile weapons or adding +1 to hit with their missile weapons. This is a pretty handy support option, though it can be hamstrung depending on circumstances.&lt;br /&gt;
#&#039;&#039;&#039;Calming Zephyr:&#039;&#039;&#039; Casts on 6. A friendly Lumineth unit wholly within 16&amp;quot; of the wizard heals d3 wounds and ignores battleshock for the turn. Pretty solid for support.&lt;br /&gt;
#&#039;&#039;&#039;Burning Simoom:&#039;&#039;&#039; Casts on 6. Pick an enemy unit within 12&amp;quot; of the wizard and roll a number of die equal to the number of models in this unit; Each model suffers a mortal wound on a 6, though this can be improved to a 5+ if you scored a 10 or better on the casting check.&lt;br /&gt;
#&#039;&#039;&#039;Transporting Vortex:&#039;&#039;&#039; Casts on 8. One friendly Lumineth unit wholly within 12&amp;quot; can now immediately redeploy anywhere on the field so long as it&#039;s over 9&amp;quot; away from any enemy unit. You&#039;ll definitely be needing this for your more mundane forces, as your Hurakan units can easily skip around where needed.&lt;br /&gt;
#* Worth mentioning that you can redeploy a Vanari unit that exited out of shining company, back into shining company, as per the last FAQ. So dropping a hurt unit of wardens on a point will make them quite immovable.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Endless Spells&amp;quot;&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Sanctum of Amyntok:&#039;&#039;&#039; 30 points, creates a triangle around the caster and now counts as part of their model. Gives the enemy -1 to hit against the caster, gives the caster +1 to their save and a 50/50 shot to deal some MWs to anyone standing too close. Cheap and a good way to protect your squishy wizard, plus since the spell counts as part of their model, it makes their bubbles slightly bigger, which is good for those rules which require the unit to be &amp;quot;Wholly within&amp;quot; range.&lt;br /&gt;
#&#039;&#039;&#039;Hyshian Twinstones:&#039;&#039;&#039; 30 points, starts at 1 and gets a charge every time a spell is cast within 12 inches of it (maxes out at 6). While within 12&amp;quot; of it, your wizards can choose to add the value of the charges to their casting roll. Easily your best endless spell. As per the FAQ on its order of operations, after one spell is cast, it can give the rest of your wizards within range a permanent +2 to cast every single time. This means you&#039;re looking at a +4 to cast on nearly every spell you sling if you bring Teclis and Zaitrec. Since our stuff is expensive, if you have &amp;lt;100 points left over, bring it. Always. &lt;br /&gt;
#&#039;&#039;&#039;Rune of Petrification:&#039;&#039;&#039; 70 points, subtracts 1 from the run and charge rolls of non-Lumineth within 6, and does d3 Mortal Wounds to non-Lumineth within 6 on a 4+ at &#039;&#039;&#039;both&#039;&#039;&#039; the start and end of &#039;&#039;&#039;both players&#039;&#039;&#039; movement phases. That&#039;s 3d3 minimum if your opponent moves out of range on their first turn. If you get a double turn that&#039;s 5d3 &#039;&#039;if&#039;&#039; they can move out of range at the first opportunity. It&#039;s a good way of controlling enemy movement, but it&#039;s expensive. Probably the hardest to use of the three, plus being more expensive than both of the other spells combined means this is less than ideal most of the time, but still holds potential.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Unit Analyis==&lt;br /&gt;
===Named Leaders===&lt;br /&gt;
* &#039;&#039;&#039;Archmage [[Teclis]] and Celennar , [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Teclis%20-%20eng.pdf Spirit of Hysh] (660 pts):&#039;&#039;&#039; One of the dual gods of Hysh and another of the [[Everqueen|big]] [[Lord Kroak|literal]] [[Nagash|god]]-[[Be&#039;lakor|tier]] [[Archaon|models]]. He went from &amp;quot;the best wizard who&#039;s not a daemon, demigod or Slann&amp;quot; to &amp;quot;gives Greater Daemons penis envy and makes Slann second-guess themselves&amp;quot;. While he&#039;s not a slouch in CC, he shouldn&#039;t try to take on big scary things alone, as he&#039;d rather be slinging spells and ruining your opponents day. &lt;br /&gt;
**He can cast 1, 2, or 4 spells. Depending on the number of spells he choses, they cast at differing values (1 spell meaning a 12 with no unbinding allowed, 2 spells means a 12, but otherwise normal, and 3/4 spells going off on a 10)&lt;br /&gt;
**Celennar’s Aura: +1 to cast, dispel, and unbind to everyone within range. Keep this in mind for when you cast the twinstones in a Zaitrec list for +3-8 on your casts.&lt;br /&gt;
**Can auto dispel 1 endless spell in your hero phase and auto unbind 1 enemy spell in their hero phase, and can still unbind unlimited enemy spells after his auto-unbind.&lt;br /&gt;
**Friendly units in Celennar&#039;s aura ignore spells on a 4+, and bounces a handful of MWs at an enemy within 18&amp;quot; of said unit when it works. &lt;br /&gt;
**Spells: (1) &#039;&#039;Protection of Teclis&#039;&#039;: 10 to cast. 5+ FNP within 18&amp;quot;, can&#039;t be cast same turn as Hysh Protection. (2)&#039;&#039;Storm of Searing White Light&#039;&#039;: 10 to cast. Roll a dice for each enemy unit within 18&amp;quot; and visible. 1, nothing happens; 2-4 D3 MW, 5+ D6 MW. Oh, plus EVERY spell from all three Lumineth trees. And when new elemental temples get released, they generally get a new accompanying spell lore, meaning that he&#039;s only going to get stronger as time goes on.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Eltharion_EN.pdf Light of Eltharion]:&#039;&#039;&#039; (220 pts) [[Eltharion]] returns to us as a living suit of armor. A melee beat-stick with ethereal bonuses, a ranged d3 mortal wound shot, and a massive leadership bonus tied to his command ability. He wants to aim at a character and rip and tear untill it is done. Once your enemies duelists/buffs/characters who looked at you funny are down, aim Eltharion at whatever you want and have fun. Tanky, killy, and obnoxious, Eltharion is easily one of your best HQs. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Avalenor%20-%20eng.pdf Avalenor, the Stoneheart King]:&#039;&#039;&#039; (360 points) The Mega Moo himself. Avalenor is a great support character for your army, He has a 30” ranged attack which can do D6W at rend 2 (range decreases with damage) and has 6 attacks (7 if it didn’t make a charge move this turn) that are Rend 1 with 5 Damage each in melee. He also has a debuff aura which makes all enemy units within 12” have a -1 to hit, which is awesome when he&#039;s properly positioned in the middle of your front line. He also has a command ability which can give D3 Alarith Aelf units +1 attack, sorry other moontains. All these nice things get a bit worse with damage taken, but if you have a Stonemage within 12&amp;quot; of him, he can pretend to be max health, so keep your little mage friend safe. His last ability, Elder Wisdom, allows a hero within 6&amp;quot; to use a command ability for free next turn, so keep him within &amp;lt;s&amp;gt;grumbling&amp;lt;/s&amp;gt; advising range of your dudes.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Sevireth.pdf Sevireth, Lord of the Seventh Wind]:&#039;&#039;&#039;  (300pts) DO YOU NEED SPEED? Just as Avalenor is king of the earth-moos, this guy is one of the seventy-seven most powerful winds (or &amp;lt;s&amp;gt;kitsunes&amp;lt;/s&amp;gt;). Unlike Avalenor, his stats never degrade, which means that he can always shoot at maximum efficiency. Since unlike Avalenor he isn&#039;t a mountain but a wind, he is also fast. Fast as in 24&amp;quot; flying - something necessary because his bow is actually quite short-ranged at 18&amp;quot; but comes with a dangerous -3 rend and D3 damage. To keep his 5+ save out of trouble he can move another 12&amp;quot;, but he can slso still charge. That&#039;s great since his melee power&#039;s not too bad. Impact damage on the charge and doing more Mortal Wounds as he flies over enemies, debuffing enemies close to him. As he&#039;s quite fragile for a monster, he does need support - Take a Windmage so they can heal him up. Remember, he is a Hurakan unit, so should you find yourself in a fight you are unlikely to survive, just leave and laugh as you do, Hurakanspirits were playful and giggling once. His last ability is Scour, which allows him to essentially render enemy setpieces into ineffective hunks of plastic on a 2+. If you ever wanted to tell the OBR Obelisk to shove it, here you go.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Ellania_Ellathor.pdf Ellania and Ellathor]:&#039;&#039;&#039; (260pts) The new hot pair of Elven twins, one of whom is a master mage and the other a peerless warrior. This totally-not-Tyrion-and-Teclis combo will probs take the place of them, especially since one serves Tyrion and the other serves Teclis. Like Syll&#039;esske and the Sisters of Twilight, these two are effectively one model. To no one&#039;s surprise &amp;lt;s&amp;gt;Ellathor&#039;s&amp;lt;/s&amp;gt; not-Tyrion&#039;s new sword is terrifying, with damage equal to the turn number and a one-off batch of mortal wounds in a line a la Sunfang, while &amp;lt;s&amp;gt;Ellania&amp;lt;/s&amp;gt; not-Teclis&#039; staff is merely decent with a -1 rend. Riding on top of this, the end of each fight phase gives the chance of vanishing if you roll a dice and it&#039;s under the turn number or amount of wounds suffered they vanish to a spot 12&amp;quot; away from any enemies as well as healing d6 wounds - likely very useful earlier on, but prone to wearing out its welcome as the game carries on. Not Teclis can also cast/unbind two spells, and comes with a unique spell that grants a 5+ FNP, which you will be using.&lt;br /&gt;
**Their neatest gimmick is that they can be taken as allies with any army who&#039;s general has the {{AOSKeyword|Order}} Keyword and can generate Command Points on a 4+ if they are within 3&#039; of them, though this comes at the cost of never being generals themselves. Internationally focused elves? What a unique and interesting idea, cough cough. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_LyriorUthralle.pdf Lyrior Uthralle, Warden of Ymetrica]:&#039;&#039;&#039; (210 pts) The head general of the Lumineth and Tyrion&#039;s right hand man. He&#039;s your named lord-regent, and much like the other forms of named &amp;quot;melee HQ on bigger than average mount&amp;quot; that AOS released, he&#039;ll probably be a bit better, but a bit less flexible than his normal form. If his lance wounds a {{AOSKeyword|Chaos}} or {{AOSKeyword|Daemon}} Keyword model, he automatically does 3 damage instead of d3, but it still only has 1 attack, so don&#039;t get too excited about it. It&#039;s worth noting he lets you get more CP when you don&#039;t have Teclis hanging around, and since he has the same spell as the lord regent, it becomes clear that he&#039;s meant to be hanging around the other Vanari units. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Myari_Lightcaller_en.pdf Myari Lightcaller]:&#039;&#039;&#039; (220 pts) The new character from the Warhammer Underworlds: Direchasm box set. While he’s a single model unit, he must be accompanied by his retinue, and their points are included in his points cost. Same stat-line as the Stonemage, he trades tankyness for a decent shooting attack and okay close combat. His Scryowl Familiar adds 1 to his casting, unbinding and dispelling rolls and, similar to the Sentinels, can choose a unit 24” away and out of line of sight to have LOS on. His unique spell, &#039;&#039;&#039;Dazzling Light&#039;&#039;&#039; subtracts 1 from hit rolls from missile weapons that target him, or a unit wholly within 6” of him. Mathematically, this will mean you can fit a Cow Mountain in this bubble, giving a -2 modifier to hit when stacked with Avalenor’s &#039;&#039;&#039;Guardian of Hysh&#039;&#039;&#039; ability.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Myaris_Purifiers_en.pdf Myari’s Purifiers]:&#039;&#039;&#039; (220 pts) A separate unit from Myari Lightcaller, but included in his points cost. You get one Bladelord, one Sentinel, and one Stoneguard. The Bow gets two shots, but only has the 18” profile, the Mallet retains the &#039;&#039;&#039;Crushing Blow&#039;&#039;&#039; ability to do extra damage, and Greatsword and Bow are both Sunmetal weapons, but they cannot access Power of Hysh. Their &#039;&#039;&#039;Guardians&#039;&#039;&#039; ability is their saving grace, allowing them to intercept a wound or mortal wound on Myari Lightcaller while he is within 3”. Basically, they’re here to be a tax to bringing Myari, which was a bit of a pain before all the new HQs got announced.&lt;br /&gt;
&lt;br /&gt;
===Leaders===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Alarith%20Stonemage%20-%20eng.pdf Alarith Stonemage]:&#039;&#039;&#039; (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 &#039;&#039;&#039;YMETRICA&#039;&#039;&#039; armies) among other defensive buffs. She is your standard 1 cast/1 unbind wizard that provides a powerful buff in the form of his &#039;&#039;&#039;STONEMAGE STANCE&#039;&#039;&#039;. In the start of the combat phase, the Stonemage can strike a pose that allows every &#039;&#039;&#039;ALARITH AELEMNTIRI&#039;&#039;&#039; 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, &#039;&#039;&#039;Gravitic Redirection&#039;&#039;&#039; is cast on a 5+. The stonemage gains fly, and picks an enemy units within 18&amp;quot;, cutting their speed in half and turning off fly. It also does a mortal wound, but that&#039;s definitely not the main point. Pick the enemy&#039;s big flying threat and laugh at the waster 400+ points. S/He&#039;s got a pretty standard mage melee statline, but his/her real job is to buff till the cows come home. If you can&#039;t tell, the model&#039;s sex is hard to tell, go elves! &lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Scinari%20Cathallar%20-%20eng.pdf Scinari Cathallar]:&#039;&#039;&#039; (140 pts) These professional mourners are excellent at debuffing foes and mitigating the drawbacks of &amp;lt;s&amp;gt;crystal meth&amp;lt;/s&amp;gt; aetherquartz. Aside from the obvious Scinari benefits, she also gains the &#039;&#039;&#039;Emotional Transference&#039;&#039;&#039; ability, allowing her to target any Lumineth unit within 18&amp;quot; and let them ignore battleshock. What&#039;s more, if that unit lost models, you can later target an enemy with 18&amp;quot; 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. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_ScinariLoreseeker.pdf Scinari Loreseeker]:&#039;&#039;&#039; (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&amp;quot; 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 &amp;quot;Loreseeker&amp;quot; he generates a CP everytime a enemy with an artifact dies within 3&amp;quot; of him, but the real ticket is the Rule &amp;lt;s&amp;gt;&amp;quot;In Addition&amp;quot;&amp;lt;/s&amp;gt; &amp;quot;Lone Agent&amp;quot; He gets +1 to his save if he is away 9&amp;quot; from friendlies, he gets to set up 3&amp;quot; away from enemy models and not your territory. If you set him up near an objective without enemies it&#039;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.   &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_ScinariCalligrave.pdf Scinari Calligrave]:&#039;&#039;&#039; (100pts) A new wizard who&#039;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&#039;s pretty bad, even more so since you also need to cast the spell again to get the chance to completely botch your D6 roll. Once per game, he can roll a dice and write out a single rune on a 5+; this rune makes it so that no friendly Lumineth units wholly within 9&amp;quot; need to make battleshock tests while wizards within this area can add +1 to their casting/dispelling/unbinding checks. Since you play a 100 points for a bad spell and an ability that wont work 66% of the time whats the point? Have him contemplate and spam Total Eclipse, people will hate you.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_HurakanWindmage.pdf Hurakan Windmage]:&#039;&#039;&#039; (120pts) The not-last Airbender/Son Wukong with Horns comes in fast with 16&amp;quot; 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 &amp;quot;Windmage Symbiosis&amp;quot; on the Windspirit scroll he replenishes their power, with his own &amp;quot;Windleap&amp;quot; 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&amp;quot;. No matter how small or big your Hurakan temple will be, he&#039;s a part of it.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_VanariLordRegent.pdf Vanari Lord Regent]:&#039;&#039;&#039; (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&amp;quot;, 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&amp;quot;. A fantastic all around choice.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_VanariBannerblade.pdf Vanari Bannerblade]:&#039;&#039;&#039; (110pts) An elf with a massive banner. Friendly Lumineth within 18&amp;quot; add +1 to their bravery just by seeing this flag, but this is boosted to +3 when this guy&#039;s within 3&amp;quot; of an enemy. In addition, once per game during any phase you can trigger the power of their banner - enemy units within 18&amp;quot; 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&#039;ll have to feel bad about.&lt;br /&gt;
&lt;br /&gt;
===Battleline===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Wardens_EN.pdf Auralan Wardens]:&#039;&#039;&#039; (Battleline, 120pts, Min:10, Max:30) The Elven phalanxes finally return home, and they come equipped with 3&amp;quot; range Sunmetal &amp;lt;s&amp;gt;spears&amp;lt;/s&amp;gt; pikes that get -1 rend and +1 to wound when they are charged. Like all the other Sunmetal weapons, each hit roll of a natural 6 causes a MW. The unit champion comes with a -1 rend sword, a one-use mortal wound bomb used at the &#039;&#039;start&#039;&#039; of the combat phase. On top of that he is a wizard as long as there are at least 5 models in the unit. All this combined with the shining company bonus makes these guys amazing charge screens for your archers and objective holders. Wardens are the only unconditional Battleline unit of the Lumineth. But for every unit of Auralan Wardens, you can take a unit of Auralan Sentinels or Auralan Dawnriders as Battleline.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Dawnriders_EN.pdf Auralan Dawnriders]:&#039;&#039;&#039; (Conditional Battleline, 130pts, Min:5, Max:20) Their Deathly Furrows ability grants bonuses for attacking infantry: 1 additional attack for all weapons (ie rider &amp;amp; mount) if the target has 2 wounds or 2 additional attacks if the target has 1. This *ONLY* works against units without mounts, so try to aim for infantry if you can. This Translates to a lot of dead chaff and 1-wound elite infantry. If speed is your game, cast speed of Hysh on them and you&#039;ll be looking at a 28&amp;quot; standard move, meaning you have no excuse to not pick the perfect charges.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Sentinals%20-%20eng.pdf Vanari Auralan Sentinels]:&#039;&#039;&#039; (Conditional Battleline, 140pts, Min:10, Max:20) More MWs, delivered at a distance &amp;amp; w/o line of sight. While the spear elves poke &amp;amp; hold the line against heavy hitters (or Stoneguard, if that&#039;s how you swing) with your horses mulching chaff, Sentinels are ideal assassins- pumping mortal wounds into the opposing (support) heroes from 30&amp;quot; away with Sunmetal arrows. Since mortal wounds trigger on natural 6+ (Or 5+ with Power of Hysh) &#039;Look out, Sir!&#039; does not help those supporting heroes. Conveniently their bows have a second firing mode that deals more consistent normal damage with higher Rend, this is at a &amp;quot;shorter&amp;quot; range though (18&amp;quot;) so really is more for supporting your spears or whatever flavor of tarpit needs the firepower after the opponent&#039;s general is kaput. Remember that the unit leader does not have a bow, so to maximize shooting and mortal wounds taking max size units is probably better. Remember that rules that remove specific models can remove your ability to fire out of line of sight if they kill the squad leader.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Alarith%20Stoneguard%20-%20eng.pdf Alarith Stoneguard]:&#039;&#039;&#039; (Conditional Battleline, 100pts, Min:5, Max:15) Your elite infantry choice and a battleline if you&#039;re playing Ymetrica. They come in two types, a dual handed diamondpick hammer or stone mallet with -1 rend and a captain with *OPTIONAL* dual hammers for more attacks. If you roll an natural 6 with the stone mallets you get 1 extra damage and if you get a 6 with diamond picks you get 1 mortal wound. This means mallets are better at killing crowds where as picks are better at dealing with armored units. Flexible elite choice depending on how you build them. Even if you&#039;re not focusing on Alarith units, a squad of 5-10 of these guys work great at one end of your phalanx to prevent flanking and losing your buffs. How historical. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_HurakanWindchargers.pdf Hurakan Windchargers]:&#039;&#039;&#039; (Conditional Battleline, 130pts, Min:5, Max:15) Aelven archers riding battle tauntaun-furdino-kanga-joust mounts. 14&amp;quot; pseudo-flying movement, 2 wounds and a whimpy 5+ save. Their Bows hit and wound on the aelven standard of 3+, at range with -1 rend and -2 rend when used in melee. Yes, they use their Bows as sticks in melee and are rewarded with an extra rend for it. The Bows only have 12&amp;quot; or range when shot, which can place them in harms way, but remember that you can use the Hurakan rules to just have them leave. &lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_VanariBladelords.pdf Vanari Bladelords]:&#039;&#039;&#039; (120pts, Min:5, Max:15) Swordmasters reborn. Now you can have heavy infantry without the need for stupid hats/conversions, HOORAY! Each one comes with a sunmetal greatblade that doesn&#039;t have the Sunmetal rule, so no Mortal Wounds. Instead they can use in one of two ways: either a single high rend stabs that auto-hits (to hunt characters and monsters), or an anti-horde swings based on how many enemies are nearby. Paired with their innate extra magic protection, and you have a flexible unit to plug gaps in your line, HOWEVER don&#039;t be overconfident. 10 of these guys only kill 3 chaos warriors a turn or ~13 marauders (or equivalents), so don&#039;t expect them to be fully self sufficient. They also don&#039;t get to cast spells, which makes them rather dependent on others. In exchange they are bodyguards. Before a Scinari allocates suffers a wound nearby Bladelords can take the hit instead for 1 MW on a 2+. 10 Bladelords make any Scinai functionally immortal.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Hurakan_Spirit_Wind.pdf Hurakan Spirit of the Wind]:&#039;&#039;&#039; (250 pts). The generic Fox is Severith, but lesser. Eight wounds instead of ten, a slightly less impressive bow and he loses some rules. No &amp;quot;Scour&amp;quot; to take the rules off of faction terrain, no fly-over Mortal Wounds and his quiver is way less cool. But he retains the movement shenannigans of his named counterpart, same regeneration from the Windmage, same absolutely insane 24&amp;quot; move.&lt;br /&gt;
&lt;br /&gt;
===Artillery===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_VanariStarshardBallistas.pdf Vanari Starshard Ballista]:&#039;&#039;&#039; (100pts) Your new and only artillery unit, ultimately proving to be more like a classic ballistae than the Stormcast&#039;s machine gun blasts. It fires twice at -2 Rend and d3 Damage, making it a bit of a menace - especially if you manage to get a hero in position so they can grant a ballista a +1 to hit so the attack is pretty much guaranteed to hit. They also have a once-per-game ability to stun an enemy rather than harm, dealing a -1 to hit so you can annoy enemies until you can have someone else handle them.&lt;br /&gt;
&lt;br /&gt;
===Behemoths===&lt;br /&gt;
* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Alarith%20Spirit%20of%20the%20Mountain-%20eng.pdf Alarith Spirit of the Mountain]:&#039;&#039;&#039; (340 pts). The Moontain. Your primary beat-stick and use for command points when you bring &#039;em. Outside of heroes, your only source of &amp;gt;1 damage attacks (well, the Stoneguard can get it on a 6 to wound with the Mallets) - at full health, his hammer is hitting on 3s, wounding on 2s, -2 rend, and 5 damage each. Keeping a stonemage within 12&amp;quot; of him allows you to ignore his damage table. Finally, his command ability allows you to add 1 to the attack characteristic of 1 unit&#039;s melee weapons.&lt;br /&gt;
&lt;br /&gt;
===Terrain===&lt;br /&gt;
*&#039;&#039;&#039;Shrine Luminor&#039;&#039;&#039;: A floating shrine meant to power up your already crazy strong mages. It lets you nominate a hero to be the shrine guardian, who gets to use their command ability for free, as well as giving heroes 1 free reroll on cast/deny/dispell a turn within 12&amp;quot;, growing to 24&amp;quot; turn 2 onwards. &lt;br /&gt;
&lt;br /&gt;
===Battalions===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alarith Temple:&#039;&#039;&#039; (120) &#039;&#039;&#039;MIN:&#039;&#039;&#039;690/&#039;&#039;&#039;MAX:&#039;&#039;&#039;1510&lt;br /&gt;
**&#039;&#039;&#039;Requirements:&#039;&#039;&#039; 1x Avalenor or Alarith Spirit of the Mountain, 1x Alarith Stonemage, 1-3x Alarith Stoneguard.&lt;br /&gt;
**&#039;&#039;&#039;Ability:&#039;&#039;&#039; At the start of your combat phase, a Stoneguard unit from this battalion that is wholly within 12&amp;quot; of a hero from the same batalion can reroll saves until end of phase but can only pile in 1&amp;quot;.&lt;br /&gt;
If you are playing Ymetrica you may as well take this one with Avalenor. Makes your already annoyingly tough units even tougher. &lt;br /&gt;
*&#039;&#039;&#039;Auralan Legion:&#039;&#039;&#039; (120) &#039;&#039;&#039;MIN:&#039;&#039;&#039;780/&#039;&#039;&#039;MAX:&#039;&#039;&#039;2820&lt;br /&gt;
**&#039;&#039;&#039;Requirements:&#039;&#039;&#039; 1x Scinari Cathallar, 2-4x Vanari Auralan Sentinels, with an equal amount of Vanari Auralan Wardens&lt;br /&gt;
**&#039;&#039;&#039;Ability:&#039;&#039;&#039; Units within 3&amp;quot; of another unit from this Battalion can reroll saves of 1.&lt;br /&gt;
Again, make your top objective holders better at holding objectives. Cast Etherial Blessing vs Rend or otherwise use your Aetherquartz against that key charge and you will definitely keep control of that objective. This is particularly good for Iliatha armies, since you want to keep your Auralan units near each other anyway.&lt;br /&gt;
*&#039;&#039;&#039;Dawnrider Lance:&#039;&#039;&#039; (120) &#039;&#039;&#039;MIN:&#039;&#039;&#039;380/&#039;&#039;&#039;MAX:&#039;&#039;&#039;1680&lt;br /&gt;
**&#039;&#039;&#039;Requirements:&#039;&#039;&#039; 2-3x Vanari Dawnriders&lt;br /&gt;
**&#039;&#039;&#039;Ability:&#039;&#039;&#039; Units from this Battalion may reroll 1’s to hit on the charge.&lt;br /&gt;
A cute buff that pumps up the offensive half of your cavalry are a fairly manageable cost. Toss 2 10-man squads in here for a solid enough flanking force.&lt;br /&gt;
*&#039;&#039;&#039;Hurakan Temple:&#039;&#039;&#039; (180) &#039;&#039;&#039;MIN: &#039;&#039;&#039;680/&#039;&#039;&#039;MAX:&#039;&#039;&#039;1770&lt;br /&gt;
**&#039;&#039;&#039;Requirements:&#039;&#039;&#039; 1x Sevireth or Hurakan Spirit of the Wind, 1x Hurakan Windmage, 1-3x Hurakan Windchargers.&lt;br /&gt;
**&#039;&#039;&#039;Ability:&#039;&#039;&#039; Any unit from this battalion wholly within 12&amp;quot; of a hero at the start of the fight phase will count as having charged this round.&lt;br /&gt;
Useful for movement and kiting shenanigans. If you&#039;re playing Helon you may as well pick this up.&lt;br /&gt;
*&#039;&#039;&#039;Starshard Battery:&#039;&#039;&#039; (120) &#039;&#039;&#039;MIN: &#039;&#039;&#039;520/&#039;&#039;&#039;MAX:&#039;&#039;&#039;720&lt;br /&gt;
**&#039;&#039;&#039;Requirements:&#039;&#039;&#039; 1x Scinari Calligrave, 3-5x Vanari Starshard Ballistas&lt;br /&gt;
**&#039;&#039;&#039;Ability:&#039;&#039;&#039; The ballista&#039;s Warding Lanterns ability now triggers on a 5+ instead of a 6 if they&#039;re within 3&amp;quot; of another pack of ballistas.&lt;br /&gt;
A pretty decent grab if you&#039;re focusing on the ballistas, as this makes them a bit more durable. The calligrave gives you a wizard that can also grant you a decent safezone for your army as well.&lt;br /&gt;
*&#039;&#039;&#039;Vanari Bladehost:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Requirements:&#039;&#039;&#039; 1x {{AOSKeyword|Vanari}} or {{AOSKeyword|Scinari}} hero, 2-3x Vanari Bladelords&lt;br /&gt;
**&#039;&#039;&#039;Ability:&#039;&#039;&#039; Any units that charged this turn can re-roll 1s to hit.&lt;br /&gt;
Pretty much an auto-take if you&#039;re running any builds not focused on Teclis or any temple heroes. The units are pretty much going to be taken anyways.&lt;br /&gt;
&lt;br /&gt;
===Super Battalions===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Teclian Vanguard:&#039;&#039;&#039; (80) &#039;&#039;&#039;MIN:&#039;&#039;&#039;2370/&#039;&#039;&#039;MAX:&#039;&#039;&#039;14,470&lt;br /&gt;
**&#039;&#039;&#039;Requirements:&#039;&#039;&#039; 1x Archmage Teclis and Celennar, 0-1x The Light of Eltharion, 1x Alarith Temple, 1-3x Auralan Legions, 2x Dawnriders Battations.&lt;br /&gt;
**&#039;&#039;&#039;Ability:&#039;&#039;&#039; While wholly within its own territory, every friendly unit from this Battalion has a 6+ Feel No Pain. &lt;br /&gt;
&lt;br /&gt;
Not a terribly bad bonus, better than a poke in the eye with a Sunmetal Spear. If you&#039;re playing 2,500 point games for some reason, the value of this battalion is VERY mission dependent, depending almost exclusively on the size of the territory.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lumineth Battlehost:&#039;&#039;&#039; (50) &#039;&#039;&#039;MIN:&#039;&#039;&#039;2430/&#039;&#039;&#039;MAX:&#039;&#039;&#039;15,290&lt;br /&gt;
**&#039;&#039;&#039;Requirements:&#039;&#039;&#039; 1x Vanari Lord Regent, 1x Vanari Bannerblade, 0-3x Scinari Heroes, 0-1x Alarith Temple, 0-1x Hurakan Temple, 1-2x Auralan Legion, 1-2x Dawnrider Lance, 1x Bladelord Host, 1x Starshard Battery&lt;br /&gt;
**&#039;&#039;&#039;Ability:&#039;&#039;&#039; For every hero in this battalion, roll a dice, and for every 6 you get a command point.&lt;br /&gt;
&lt;br /&gt;
Considering that you can have up to 11 heroes in this army that is up to 11 chances at more CP, which is always appreciated. If you take Lyrior Uthralle as your General (He does have the Hero and Lord Regent keywords after all) you can get 12 chances of regaining CP.&lt;br /&gt;
&lt;br /&gt;
==Allies==&lt;br /&gt;
&lt;br /&gt;
Oddly, the army may only take Idoneth Deepkin as allies. Some of them have gotten over their Teclis hate/fear boner, good for them (Or they&#039;ve realized there&#039;s shit out there that&#039;s way scarier than their old absentee father and his new favorite kids). The Akhelian half of the army patch the speed issues of Lumineth. You don&#039;t need more anvils, so the trident eels and alopexes are definitely the right choice. With the Broken Realms: Morathi update to their warscroll, a squad of 3 Alopexes with nets may be just the high rending damage, speed, and flying that this army is greatly missing. Alternatively you can take a soulscryer and two Alopexes to give your army some much needed backline deployment. Another option to consider is bringing an Akhelian king and a single squad of trident eels for two mobile, multidamage units to help your cav deal with their primary weakness. &lt;br /&gt;
&lt;br /&gt;
Your also have the Order option of &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//ENG_Gotrek_Warscroll.pdf Gotrek Gurnisson]&#039;&#039;&#039;. For a similar point cost you are probably better off taking Teclis. While he doesn&#039;t benefit from speed of Hysh, his speed isn&#039;t as detrimental to the Lumineth compared to other armies since you&#039;re already slow as sin if you don&#039;t bring Hurakan units.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bundo Whalebiter&#039;&#039;&#039;: A Kraken-eater Mega-Gargant mercenary available to all Order factions. He could be a useful way to play up your strength by moving midfield objectives back into your defensive line, but his cost is a very large hurdle to deal with, as you&#039;re nearing teclis levels of points and cheese.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;High Elf roleplaying&#039;&#039;&#039;: For those of us who remember the halcyon days of WHFB, focusing on your Vanari units can let you relive peak High-elf fun! 2 or 3 spear bricks and a lot of archers as your backbone, with a ballista and some totally-not-Swordmasters. Not the most effective list we could run, but good enough to handle most things. This list gets significantly more viable come all the new generic HQs.&lt;br /&gt;
 &lt;br /&gt;
*&#039;&#039;&#039;Moontains march to war!&#039;&#039;&#039;: Building your list around 2 Alarith temples (1 of which has Avalenor) and a buncha hammers as ymetrica lets you build a surprisingly tanky list that hits like a bull. 2-3 moontains will mulch through anything short of a god or mega-gargant without much worry, though you should try to keep in mind that this list only has 2 casters, and none of the spells that really screw with your opponent. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Tryhard&#039;&#039;&#039;: Sticking Teclis, 2 units of minimum spears, and FAR too many archers with the twinstones enables you to run the competitive tryhard list of your dreams! No one likes you for doing it, and you&#039;ll have minimal actual fun, but it can be done for an easy way to guarantee a win against most factions. &lt;br /&gt;
&lt;br /&gt;
{{Age_of_Sigmar_Tactics}}&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:5E1:5989:8481:DC58</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Death/Soulblight_Gravelords&amp;diff=24792</id>
		<title>Age of Sigmar/Tactics/Death/Soulblight Gravelords</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Death/Soulblight_Gravelords&amp;diff=24792"/>
		<updated>2021-06-21T14:56:04Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:5E1:5989:8481:DC58: /* Vyrkos */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Age of Sigmar Faction|Faction=Soulblight Gravelords|Logo=Gravelords.png|Alliance=Death|Motto= I HAVE COME TO SUCK YOUR BANK ACCOUNT!!!!}}&lt;br /&gt;
&lt;br /&gt;
Darkness falls across the land and the midnight hour is close at hand. Time to remind the Mortal Realms of the Vampire Counts of old with their successors, the Soulblight Gravelords.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Classic undead army, rebranded with new skeletons, zombies, and plastic blood knights!&lt;br /&gt;
&lt;br /&gt;
==Why Play Soulblight==&lt;br /&gt;
You want a resilient army made up of undead troops and vampire generals. &lt;br /&gt;
===Pros===&lt;br /&gt;
*The army is tenacious. It has multiple army wide mechanics for resurrecting fallen troops and Bravery 10 across the board. Soulblight Gravelords can feel impossible to hurt most of the time, you simply resurrect big chunks of your army for free every turn, and heroes who don&#039;t die in one turn can make full recoveries just by staying on the offensive.&lt;br /&gt;
*Lots of different play styles, depending on which Bloodline you choose.&lt;br /&gt;
*Lots of new models, particularly if you want to play the Vyrkos Dynasty.&lt;br /&gt;
*Tons of magic, and often on particularly resilient characters.&lt;br /&gt;
*Mortal Wound dispensaries everywhere. Between the Bloodseeker Palanquin, Mortis Engine, Zombies, Terrorgheist, Grave Guard, Wight Kings, and all your magic, you&#039;ll have lots and lots of ways of poking your enemy with annoying mortal wounds.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*Almost zero units with ranged attacks. Magic helps fix this, but at the end of the day you still have to get in range of your enemy to start hurting them, which can be frustrating because...&lt;br /&gt;
*Much of the army is slow, and barring a couple teleports you have pretty mediocre movement shenanigans. &lt;br /&gt;
*You need to protect your heroes far more than other armies. Losing a Loonboss in Gloomspite Gitz sucks, but he&#039;s cheap and shitty and was mostly there to provide command abilities. Losing a Vampire Lord hurts because not only did you pay a decent chunk of points for them, you&#039;ve also lost a wizard, a source of resurrecting, and a decent combat lord who ALSO provided command abilities.&lt;br /&gt;
*You are relying pretty heavy on characters to get shit done. Basic zombies, even in a big horde with a Corpse Cart or two nearby won&#039;t have the sort of killing potential to be a big threat; it&#039;s only after you buff them with heroes that they start being truly scary. This ends up with the eternal balancing act of having enough bodies on the board to buff, versus the expensive heroes who buff them. While we&#039;re better off than say, Nighthaunt about this, we still can struggle with affording all the heroes and units.&lt;br /&gt;
&lt;br /&gt;
==Allegiance Abilities==&lt;br /&gt;
===Battle Traits===&lt;br /&gt;
*&#039;&#039;&#039;The Unquiet Dead&#039;&#039;&#039;: Place four gravesites; two in your deployment area, and two outside your deployment. They must be more than 1&amp;quot; away from terrain or objectives. One of your {{AOSKeyword|Summonable}} units for every unit that you regularly deploy can be set up in reserve and pop up within 12&amp;quot; of one of these gravesites, so long as there are no enemies within 9&amp;quot;. These gravesites also act as focuses for some of your other traits. &lt;br /&gt;
*&#039;&#039;&#039;Deathless Minions&#039;&#039;&#039;: The Gravelord version of the classic 6+ death save after the save . All Soulblight Gravelords units wholly within 12&amp;quot; of a gravesite or friendly hero can make a 6+ save after the save to ignore a wound or mortal wound.&lt;br /&gt;
*&#039;&#039;&#039;[[Recursion|Endless Legions]]&#039;&#039;&#039;: This lets you respawn your destroyed zombie or skeleton units with the {{AOSKeyword|Summonable}} keyword wholly within 12&amp;quot; of one of your gravesites at the end of your battleshock on a 5+ die roll, with a +1 for each enemy unit you destroyed earlier that turn. They only come back at half strength and must be placed at least 9&amp;quot; from enemies as well. &lt;br /&gt;
*&#039;&#039;&#039;Locus of Shyish&#039;&#039;&#039;:  Gravelords get to resolve their lore spells (NOT their warscroll spells, arcane bolt or mystic shield) twice if they get an unmodified 9+ on their cast roll, provided it&#039;s not unbound.&lt;br /&gt;
*&#039;&#039;&#039;Reanimated Horrors&#039;&#039;&#039;: Non-death models within 6&amp;quot; of your {{AOSKeyword|Deathrattle}} or {{AOSKeyword|Deadwalker}} units get a -1 to their bravery, or -2 if they are within 6&amp;quot; of two or more of them. &lt;br /&gt;
*&#039;&#039;&#039;Deathly Invocation&#039;&#039;&#039;: Gravelords Heroes can heal a number of {{AOSKeyword|summonable}} units within 12&amp;quot; of d3 wounds/equivalent models. The Mortarchs get four units, vampires can do three, while wights and necromancers can top off two. Unfortunately, a unit can only benefit from this once per turn, and can&#039;t get the healing if they were already healed by Nagash&#039;s beefed up version of this ability in the same turn.&lt;br /&gt;
&lt;br /&gt;
===Bloodlines===&lt;br /&gt;
The fancy name for the five subfactions for soulblight, each with a full complement of relics and command traits, and all of them have access to at least one special character.&lt;br /&gt;
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====Legion of Blood====&lt;br /&gt;
Regal and lethal, these schemers are the all around sub faction, though their specialty lies with the Deathrattle.&lt;br /&gt;
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=====Traits=====&lt;br /&gt;
*&#039;&#039;&#039;Immortal Majesty&#039;&#039;&#039;: D3 additonal models flee if they fail a battleshock test within 3&amp;quot; of any  {{AOSKeyword|Legion of Blood Vampire}} units.&lt;br /&gt;
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*&#039;&#039;&#039;Favoured Retainers&#039;&#039;&#039;: Ignore negative modifiers to hit and wound rolls for  {{AOSKeyword|Legion of Blood Deathrattle}} while wholly within 12&amp;quot; of {{AOSKeyword|Legion of Blood Vampire}} or 18&amp;quot; of the general.&lt;br /&gt;
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======Command Traits======&lt;br /&gt;
*&#039;&#039;&#039;Premeditated Violence&#039;&#039;&#039;: Unmodified hit rolls of 6 are 2 hits. &lt;br /&gt;
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*&#039;&#039;&#039;Soul-crushing Contempt&#039;&#039;&#039;: -1 brave within 3. Synergy with their battle trait, but probably still bad. Secondary opinion, combined with Reanimated Horrors and a bravery-debuffing endless spell like Horroghast or Suffocating Gravetide, you can quickly delete whole units of enemies with a single leadership failure. Plop this on a Wight King for the double stack.&lt;br /&gt;
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*&#039;&#039;&#039;Aristocracy of Blood&#039;&#039;&#039;: 12&amp;quot; reroll charge aura. This is good.&lt;br /&gt;
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*&#039;&#039;&#039;Aura of Dark Majesty&#039;&#039;&#039;: Subtract 1 from hit rolls targeting the general in melee. Solid choice.&lt;br /&gt;
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*&#039;&#039;&#039;Walking Death&#039;&#039;&#039;: If an unmodified wound roll is a 6 for the general, that wound does mortals equal to the damage of the weapon used. Could be good on the Vengorian Lord. &lt;br /&gt;
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*&#039;&#039;&#039;Sanguine Blur&#039;&#039;&#039;: +3&amp;quot; of pile in while wholly within 12 of the general. Doesn&#039;t let a unit fight from further away, but +3 pile in is great just in general, and who doesn&#039;t want 9&amp;quot; pile in zombies?&lt;br /&gt;
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======Artifacts======&lt;br /&gt;
*&#039;&#039;&#039;Ring of Dominion&#039;&#039;&#039;: When you fight, pick one model within 3&amp;quot; and roll a dice, on a 5+ you do mortals equal to the weapons damage. You can&#039;t pick any weapon that charts or has a see below rule.&lt;br /&gt;
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*&#039;&#039;&#039;Shadeglass Decanter&#039;&#039;&#039;: After set up, but before first round, pick a hero. If that hero and the bearer are on the battlefield at the start of your hero phase you roll a dice. If it&#039;s equal to or greater than the current battle round, the hero takes a mortal. This is hilarious. &lt;br /&gt;
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*&#039;&#039;&#039;Orb of Enchantment&#039;&#039;&#039;: Once per battle, pick one enemy hero within 3 and roll a dice. On a 3+ that hero can&#039;t fight this phase. This is random, once per game, and insanely power. None of those things make for a good artifact of power to pick.&lt;br /&gt;
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*&#039;&#039;&#039;Soulbound Garments&#039;&#039;&#039;: You&#039;re wearing a player character&#039;s clothing for some reason, this gives you +1 to save rolls. Nice.&lt;br /&gt;
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*&#039;&#039;&#039;Oubliette Arcana&#039;&#039;&#039;: Once per enemy hero phase, when they cast a spell and it&#039;s not unbound, you can roll a dice. On a 5+ it&#039;s unbound. Extra unbinding is always good. &lt;br /&gt;
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*&#039;&#039;&#039;Amulet of Screams&#039;&#039;&#039;: Once per game when an enemy casts a spell that isn&#039;t unbound you can deal d3 mortal wound to them. Trash.&lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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====Legion of Night====&lt;br /&gt;
Mannfred&#039;s bloodline are tricksy, with their primary feature being outflank, with some nice command traits and artifacts to strategize around. They pick up an extra battleline in vargheists as a bonus.&lt;br /&gt;
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=====Traits=====&lt;br /&gt;
*&#039;&#039;&#039;The Bait&#039;&#039;&#039;: +1 to save rolls on the first turn for {{AOSKeyword|Deathrattle}} and {{AOSKeyword|Deadwalker}} units. Since these are likely the first to move into the line of fire, you&#039;ll be needing that boost to defense.&lt;br /&gt;
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*&#039;&#039;&#039;Ageless Cunning&#039;&#039;&#039;: You can set up one unit in reserve for every unit you have placed on the board and bring them in with ambush 6&amp;quot; from a board edge outside of 9&amp;quot; from enemy units at the end of your movement phase. At the start of round 4, units still in reserve are destroyed.&lt;br /&gt;
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======Command Traits======&lt;br /&gt;
*&#039;&#039;&#039;Above Suspicion&#039;&#039;&#039;: Deep strike the general from outflank onto the board anywhere on the battlefield at the end of your movement fase. (Outside of 9 from enemy units like normal)&lt;br /&gt;
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*&#039;&#039;&#039;Swift Form&#039;&#039;&#039;: 2+ Movement. Good if you’re using the footslogger Vampire for some reason.&lt;br /&gt;
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*&#039;&#039;&#039;Unbending Will&#039;&#039;&#039;: No battleshock wholly within 12 of the general. Better than it seems, as you&#039;re likely to suffer heavy casualties with zombies and skeletons, and even leadership 10 won&#039;t save you forever, but this will.&lt;br /&gt;
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*&#039;&#039;&#039;Merciless Hunter&#039;&#039;&#039;: +1 to wound rolls for general in melee.&lt;br /&gt;
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*&#039;&#039;&#039;Unholy Impetus&#039;&#039;&#039;: If the general slays an enemy model in close combat, all friendly units wholly within 12&amp;quot; get +1 attack on all their melee weapons until the end of the phase. Changed to wholly within 12 instead of 3, probably your best choice.&lt;br /&gt;
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*&#039;&#039;&#039;Terrifying Visage&#039;&#039;&#039;: Subtract 1 from wound rolls against the general in melee.&lt;br /&gt;
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=====Artifacts=====&lt;br /&gt;
* &#039;&#039;&#039;Vial of Pure Blood:&#039;&#039;&#039; Once per battle, in your hero phase, you can say that the bearer will drink from their vial of pure blood. If you do so, add 1 to hit and wound rolls for attacks made with melee weapons by the bearer until your next hero phase.&lt;br /&gt;
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* &#039;&#039;&#039;Shard of Night:&#039;&#039;&#039; Ignore the Rend characteristic of missile weapons when making save rolls for attacks that target the bearer.&lt;br /&gt;
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* &#039;&#039;&#039;Gem of Exsanguination:&#039;&#039;&#039; Once per battle, at the start of the combat phase, you can pick 1 enemy unit within 6&amp;quot; of the bearer and roll a dice. On a 1, nothing happens. On a 2-5, that unit suffers D3 mortal wounds. On a 6, the unit suffers D6 mortal wounds.&lt;br /&gt;
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* &#039;&#039;&#039;Chiropteran Cloak:&#039;&#039;&#039; If the unmodified hit roll for an attack made with a melee weapon that targets the bearer is 1, the attacking unit suffers 1 mortal wound after all of its attacks have been resolved.&lt;br /&gt;
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* &#039;&#039;&#039;Morbheg&#039;s Claw:&#039;&#039;&#039; In your hero phase, you can say that the bearer will carve sigils into the ground using Morbheg’s claw. If you do so, add 2 to casting rolls for friendly {{AOSKeyword|Legion of Night Wizards}} wholly within 12&amp;quot; of the bearer until your next hero phase. However, the bearer cannot make a normal move, make a charge move, shoot or fight until your next hero phase.&lt;br /&gt;
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* &#039;&#039;&#039;Curseblade:&#039;&#039;&#039; After armies have been set up but before the first battle round begins, you can pick 1 enemy {{AOSKeyword|Hero}} on the battlefield. In your hero phase, if the bearer and that {{AOSKeyword|Hero}} are on the battlefield, roll a dice. On a 5+, that {{AOSKeyword|Hero}} suffers 1 mortal wound and you can heal 1 wound allocated to the bearer.&lt;br /&gt;
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====Kastelai====&lt;br /&gt;
Kastelai are the entourage of Prince Vhordrai in the magically teleporting crimson keep, and seem to be the replacement for the old blood dragons, and similarly lean into blood knights, who they get as battleline. &lt;br /&gt;
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=====Traits=====&lt;br /&gt;
*&#039;&#039;&#039;The Shifting Keep&#039;&#039;&#039;: Kastelai Blood Knights up to half your unit count can be placed in reserve instead of on the battlefield, and be setup within 6&amp;quot; of any table edge and more than 9&amp;quot; from enemies at the end of your movement phase. The pretty standard rider of them being destroyed if not place by round four also applies.&lt;br /&gt;
*&#039;&#039;&#039;Might of the Crimson Keep&#039;&#039;&#039;: {{AOSKeyword|Vampire}} keyword units gain a characteristic bonus when they destroy units; Bloodied Strength: +1 damage to non-mount melee weapons if it was a {{AOSKeyword|Hero}}/{{AOSKeyword|Monster}}, Stolen Vitality: +1 to it&#039;s wounds if it had 3+ wounds, or Absorbed Speed: +2&amp;quot; to run and charge for everything else. Infinitely scaling Blood Knights could be kinda scary although suspect these are technically Keywords being added onto the Units Warscroll hence the naming of each type.&lt;br /&gt;
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=====Command Traits=====&lt;br /&gt;
*&#039;&#039;&#039;Beacon of Bloodshed&#039;&#039;&#039;: After the general charges you do d3 mortals on a 3+ to one unit. Trash.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Master of Retaliation&#039;&#039;&#039;: At the end of the combat phase if this model was wounded and not slain, you pick a unit within 1&amp;quot; and do d3 mortals on a 2+. Trash.&lt;br /&gt;
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*&#039;&#039;&#039;Power in the Blood&#039;&#039;&#039;: If an enemy is destroyed within 6&amp;quot; of this model he also gets Might of the Crimson Keep even if he didn&#039;t kill them. This is bonkers, and will probably be the go to choice. &lt;br /&gt;
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*&#039;&#039;&#039;Rousing Commander&#039;&#039;&#039;: Once per game at the start of combat you can give all {{AOSKeyword|Kastelai Dynasty Vampire}} units the Bloodied Strength and Stolen Vitality abilities for that phase, if they didn&#039;t already have them. This is honestly one of the strongest single turn effects in the game, and might actually get chosen.&lt;br /&gt;
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*&#039;&#039;&#039;Swift and Deadly&#039;&#039;&#039;: Reroll charges while within 12&amp;quot; of the general. Always a good buff. &lt;br /&gt;
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*&#039;&#039;&#039;A Craving for Massacre&#039;&#039;&#039;: Run and charge on the general. Good for getting in there fast, but probably not worth it.&lt;br /&gt;
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=====Artifacts=====&lt;br /&gt;
*&#039;&#039;&#039;Sword of the Red Seneschals&#039;&#039;&#039;: If an enemy model is slain by the bearer&#039;s melee weapon, add +1 to wound roll attacks made by a friendly unit wholly within 12&amp;quot; of the bearer until the end of the phase.&lt;br /&gt;
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*&#039;&#039;&#039;Bloodsaint&#039;s Shield&#039;&#039;&#039;: Enemy Wizards within 6&amp;quot; of the bearer subtract -1 from casting rolls.&lt;br /&gt;
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*&#039;&#039;&#039;Standard of the Crimson Keep&#039;&#039;&#039;: Missile weapons shot at the bearer subtract -1 from hit rolls.&lt;br /&gt;
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*&#039;&#039;&#039;Shard of Grave-Sand&#039;&#039;&#039;: At the start of the hero phase, the bearer crushes the Shard and adds +1 to Deathless Minions rolls for friendly units wholly within 12&amp;quot;. Once per game.&lt;br /&gt;
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*&#039;&#039;&#039;Fragment of the Keep&#039;&#039;&#039;: Enemy units within 6&amp;quot; of the bearer subtract -1 from wound rolls.&lt;br /&gt;
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*&#039;&#039;&#039;The Red Casket&#039;&#039;&#039;: At the start of your charge phase, you can add +3 to your charge rolls. Once per game.&lt;br /&gt;
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====Avengorii====&lt;br /&gt;
&lt;br /&gt;
Monstrous looking vampire-centaurs that only feed on the blood of great beasts. They get battleline zombie dragons and terrorgheist and appropriately have a heavy lean to these monsters.&lt;br /&gt;
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=====Traits=====&lt;br /&gt;
*&#039;&#039;&#039;Cursed Abominations&#039;&#039;&#039;: {{AOSKeyword|Terrorgheists}} and {{AOSKeyword|Zombie Dragons}} get to have a mutation. You get 1 per army, and 1 more per battalion you take.&lt;br /&gt;
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*&#039;&#039;&#039;Monstrous Might&#039;&#039;&#039;: Subtract 1 from wound rolls against your monsters in melee unless the opponent is also a monster. This should help keep your big guys alive for a little longer than normal.&lt;br /&gt;
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*&#039;&#039;&#039;Unstoppable Nightmares&#039;&#039;&#039;: In the combat phase you can pick one of your monsters to fight at the top bracket. Each monster can only do this once per battle, so having a bunch of monsters is going to be good. &lt;br /&gt;
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=====Command Traits=====&lt;br /&gt;
*&#039;&#039;&#039;An Eye for An Eye&#039;&#039;&#039;: +1 damage until the end of the phase if this model is damaged. Really solid on the Vengorian Lord.&lt;br /&gt;
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*&#039;&#039;&#039;Master of Retaliation&#039;&#039;&#039;: At the start of the combat phase roll a dice for every enemy unit within 3 of the general. 5+ you take a mortal wound, and can only attack this general in that phase after the general has already fought this phase. This is... weird. It protects you from attacking until you attack, so it makes you want to have him in with a unit to soak damage. &lt;br /&gt;
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*&#039;&#039;&#039;Unhinged Rampager&#039;&#039;&#039;: Reroll charges for the general. Boring but useful.&lt;br /&gt;
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=====Artifacts=====&lt;br /&gt;
* &#039;&#039;&#039;Breath of the Void Maw:&#039;&#039;&#039; Once per battle, in your hero phase, you can pick 1 enemy unit within 6&amp;quot; of the bearer that is visible to them and roll a dice. On a 3+, that unit suffers D6 mortal wounds.&lt;br /&gt;
* &#039;&#039;&#039;Ghorvar’s Collar:&#039;&#039;&#039; Once per battle, at the start of the combat phase, you can say that the bearer will don Ghorvar’s collar. If you do so, you can re-roll wound rolls of 1 for attacks made by the bearer in that phase.&lt;br /&gt;
* &#039;&#039;&#039;The Furious Crown:&#039;&#039;&#039; Once per battle, at the start of your charge phase, you can say that the bearer will unleash the fury of the crown. If you do so, after the bearer makes a charge move in that phase, you can pick 1 enemy unit within 1&amp;quot; of the bearer and roll a number of dice equal to the charge roll for that charge move. For each 5+, that enemy unit suffers 1 mortal wound.&lt;br /&gt;
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=====Cursed Mutations=====&lt;br /&gt;
*&#039;&#039;&#039;Maddening Hunger&#039;&#039;&#039;: Once per turn, at the start of the combat phase, you can pick 1 enemy model with a Wounds characteristic of 1 that is within 3&amp;quot; of this model. If you do so, that enemy model is slain and you can heal 1 wound allocated to this model.&lt;br /&gt;
*&#039;&#039;&#039;Urges of Atrocity&#039;&#039;&#039;: Once per battle, this model can run and still charge later in the same turn.&lt;br /&gt;
*&#039;&#039;&#039;Nullblood Construct&#039;&#039;&#039;: Re-roll successful casting rolls for enemy {{AOSKeyword|Wizards}} within 9&amp;quot; of this model.&lt;br /&gt;
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====Vyrkos====&lt;br /&gt;
&lt;br /&gt;
Bestial Vampires who run with the pack, especially dire wolves. This is the kind of army that wants plenty of heroes to buff their humanoid and lupine zombies alongside the kind of tactics that wolves would use. &lt;br /&gt;
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=====Traits=====&lt;br /&gt;
*&#039;&#039;&#039;The Strength of the Pack is the Wolf&#039;&#039;&#039;: {{AOSKeyword|Vyrkos Deadwalker}} and {{AOSKeyword| Vyrkos Deathrattle}} units within 9&amp;quot; of a {{AOSKeyword|Vyrkos Vampire Heroes}} get +1 to their wound rolls.&lt;br /&gt;
*&#039;&#039;&#039;The Strength of the Wolf is the Pack&#039;&#039;&#039;: Those same {{AOSKeyword|Vyrkos Vampire Hero Wizards}} get to reroll cast rolls. Strong but would have been even cooler if Annika and Kritza had been {{AOSKeyword|Wizards}}.&lt;br /&gt;
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=====Command Traits=====&lt;br /&gt;
*&#039;&#039;&#039;Pack Alpha&#039;&#039;&#039;: The general gets to use of their command abilities for free once per turn. Probably the strongest choice and pretty good in an army that will have a lot of command abilities to choose from. &lt;br /&gt;
*&#039;&#039;&#039;Driven by Deathstench&#039;&#039;&#039;: You can re-roll charge rolls for friendly {{AOSKeyword|Vyrkos Dynasty}} units wholly within 9&amp;quot; of this general. Also good. &lt;br /&gt;
*&#039;&#039;&#039;Kin of the Wolf&#039;&#039;&#039;: Once per battle, at the end of your movement phase, you can say that this general will summon a pack of Dire Wolves to the battlefield. If you do so, you can add 1 unit of up to 5 {{AOSKeyword|Dire Wolves}} to your army. Set up that unit wholly within 9&amp;quot; of this general and more than 9&amp;quot; from all enemy units. Fluffy but Radukar the Beast is simply better at it. &lt;br /&gt;
*&#039;&#039;&#039;Hunter&#039;s Snare&#039;&#039;&#039;: If this general contests an objective, the number of models this general counts as is equal to their Wounds characteristic.&lt;br /&gt;
*&#039;&#039;&#039;Spoor Trackers&#039;&#039;&#039;: At the start of your hero phase, friendly {{AOSKeyword|Vyrkos Dynasty Deadwalker}} units wholly within 9&amp;quot; of this general can make a normal move of up to 3&amp;quot; (they cannot run). Give it to a general that can keep up with their wolves (unless a horde of fast walking zombies is what you want). &lt;br /&gt;
*&#039;&#039;&#039;United by Blood&#039;&#039;&#039;: This general can attempt to unbind 1 spell in the enemy hero phase in the same manner as a {{AOSKeyword|Wizard}}. If this general is already a {{AOSKeyword|Wizard}}, they can attempt to unbind 1 extra spell in the enemy hero phase. May see some use in small games.&lt;br /&gt;
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=====Artifacts=====&lt;br /&gt;
* &#039;&#039;&#039;Ulfenkarnian Phylactery:&#039;&#039;&#039; Friendly {{AOSKeyword|Soulblight Gravelords}} units are affected by the Deathless Minions battle trait whilst they are wholly within 18&amp;quot; of the bearer instead of 12&amp;quot;. Give it to a Necromancer sitting behind your line to grant greater flexibility to other heroes or give it to a Vampire Lord on Zombie Dragon or Wight King leading your more mobile units on the flank. &lt;br /&gt;
* &#039;&#039;&#039;Cloak of the Night Prowler:&#039;&#039;&#039; The bearer can pile in an extra 3&amp;quot; when they make a pile-in move. Situational, but may occasionally allow your flying Vampire Lord to hunt an enemy Wizard behind the enemy line ~~(remember that you have to move closer to the closest enemy model though).~~ In 3.0 you have to end as close to the **unit** as when you started. Not the model&lt;br /&gt;
* &#039;&#039;&#039;Sangsyron:&#039;&#039;&#039; Pick 1 of the bearer’s melee weapons. If the bearer made a charge move in the same turn, add D3 to the Attacks characteristic of that weapon until the end of that turn. Better on a Vampire Lord on Zombie Dragon. &lt;br /&gt;
* &#039;&#039;&#039;Vilnas’ Fang:&#039;&#039;&#039; Once per battle, in your charge phase, you can say that the bearer will be imbued with Vilnas’ stealth. If you do so, until the end of that phase, add 1 to charge rolls for the bearer for each other friendly {{AOSKeyword|Vyrkos Dynasty Vampire Hero}} on the battlefield. Might be OK on turn 1 if you have a coterie of Vampires and a priority target.  &lt;br /&gt;
* &#039;&#039;&#039;Terminus Clock:&#039;&#039;&#039; Once per battle, at the start of the enemy hero phase, you can say that the bearer will stop the Terminus Clock. If you do so, until the end of that phase, subtract 1 from casting rolls for enemy {{AOSKeyword|Wizard}}. Will help you shut down one enemy magic phase. &lt;br /&gt;
* &#039;&#039;&#039;Standard of the Ulfenwatch:&#039;&#039;&#039; Once per battle, at the start of the hero phase, you can say that the bearer will raise the standard of the Ulfenwatch. If you do so, until the end of that turn, each time your opponent spends a command point, roll a dice. On a 5+, you receive 1 extra command point. Pass, until AoS 3.0 brings more command points to the game. &lt;br /&gt;
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===Spell Lores===&lt;br /&gt;
&lt;br /&gt;
There are two spell lores to pick from, one for your necromancers and the two Mortarchs, and one for your vampires, with Nagash getting all of them. There is also an additional spell, Invigorating Aura, that ALL your wizards get for free, and may be cast by any number of spell casters in a turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Invigorating Aura:&#039;&#039;&#039; Casting Value 8. Pick 1 {{AOSKeyword|Summonable}} unit wholly within 18&amp;quot; of the caster. You can heal up to 3 wounds, or return slain models that have a combined wounds characteristic of 3 or less to it. Add +1 to the casting roll for each hero on the battlefield. No unit can benefit from this more than once per turn. Even more healing options is always welcome, especially with deathly invocation only being used once per turn per unit now.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Lore of Vampires&amp;quot;&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Blades of Shyish:&#039;&#039;&#039; Casting Value 5. Roll a dice for each enemy unit within 12&amp;quot; of the caster. On a 3+ that unit suffers a mortal wound.&lt;br /&gt;
# &#039;&#039;&#039;Spirit Gale:&#039;&#039;&#039; Casting Value 5. Pick 1 enemy unit wholly within 18&amp;quot; and roll 2D6. If the roll is greater than that unit&#039;s bravery, that unit suffers a number of mortal wounds equal to the difference between the unit&#039;s bravery and the 2D6 number rolled.&lt;br /&gt;
# &#039;&#039;&#039;Soulpike:&#039;&#039;&#039; Casting Value 6. Pick a unit wholly within 18&amp;quot;. If that unit tries to charge, roll a number of dice equal to the charge value. For each 4+ the unit suffers a mortal wound.&lt;br /&gt;
# &#039;&#039;&#039;Amethystine Pinions:&#039;&#039;&#039; Casting Value 5. Add +6&amp;quot; to the caster&#039;s Move characteristic, which is great for throwing your vampires into the thick of it from far. Does not stack with Locus of Shyish.&lt;br /&gt;
# &#039;&#039;&#039;Vile Transference:&#039;&#039;&#039; Casting Value 4. Pick an enemy unit within 6&amp;quot;. Roll a number of dice equal to half the unit&#039;s wounds. For each 6, you heal 1 wound.&lt;br /&gt;
# &#039;&#039;&#039;Amaranthine Orb:&#039;&#039;&#039; Casting Value 6. Pick a point within 9&amp;quot; of the caster, and draw an &amp;quot;imaginary straight line&amp;quot; from the point to the caster. Roll a dice for each unit the line passes by, and on a 2+ that unit suffers D3 mortal wounds. Does not work on Death units so feel free to draw a line over your own units. Sub optimal for mirror matches.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Lore of Deathmages&amp;quot;&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Overwhelming Dread&#039;&#039;&#039;: Casting Value 5. One enemy unit within 18&amp;quot; takes a -1 to hit until your next hero phase. A cheap and decent debuff for your hordes.&lt;br /&gt;
# &#039;&#039;&#039;Fading Vigor&#039;&#039;&#039;: Casting Value 6. One enemy unit within 18&amp;quot; loses one attack from their melee weapon until your next hero phase. Another debuff, but a lot less generalized. Might be useful for zombies or skeletons, who are expected to last longer and would already topple over from a stiff breeze.&lt;br /&gt;
# &#039;&#039;&#039;Spectral Grasp&#039;&#039;&#039;: Casting Value 6. Select one setpiece within 18&amp;quot; of the caster. Until your next hero phase, all enemies within 3&amp;quot; of that setpiece has their movement halved. One of those spells that&#039;s really dependent on how the arena is laid out, ranging from crippling to utterly useless.&lt;br /&gt;
# &#039;&#039;&#039;Prison of Grief&#039;&#039;&#039;: Casting Value 6. Pick one enemy unit within 6&amp;quot; of the caster; any time this unit plans to move, they must roll a d6 and stay paralyzed on a 6&amp;quot;. Great for foiling jukes and making sure that your guys get the first hit in.&lt;br /&gt;
# &#039;&#039;&#039;Decrepify&#039;&#039;&#039;: Casting Value 6. Select one enemy hero within 18&amp;quot; of the caster. This hero loses one attack and reduces the damage value by 1 for one melee weapon.&lt;br /&gt;
# &#039;&#039;&#039;Soul Harvest&#039;&#039;&#039;: Casting Value 7. All enemy units within 3&amp;quot; suffer d3 mortal wounds immediately. For each hit that isn&#039;t saved, you can roll a d6 and restore a wound to the caster on a 5+. Ultimately, this is more of a hinderance than a means to actually clear units. If you&#039;re lucky, you might have actually popped a Liberator or a chaos warrior, but you won&#039;t actually win a fight against them as a measly necromancer. (But Mannfred might)&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Warscrolls==&lt;br /&gt;
&lt;br /&gt;
===Leaders===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Vampire_Lord.pdf Vampire Lord]&#039;&#039;&#039;(140 pts): The average vampire is pretty potent for a warrior with flight, a modest weapon with -1 Rend and the ability to heal d3 wounds whenever it kills an enemy model in combat - meaning that you might actually be able to hang on even if you just kill a few models in a mob each turn. It&#039;s also a wizard with a command ability that gives one summonable unit extra attacks, which you&#039;ll need because those goons are going to go down quickly.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Vampire_Lord_OnZombieDragon.pdf Vampire Lord on Zombie Dragon]&#039;&#039;&#039;(435 pts): Lost a lot of it&#039;s healing ability with Chalice of Blood being gone but The Hunger being buffed to D3 instead of 1 could make up for it. Also lost Dread Knight Command Ability (not sure why it has no Command Ability presume AOS 3.0?), Blood Boil renamed to Curse of Exsanguination but remains the same. As for the buffs Deathlance Charge got a damage increase from 1 to 2 dmg and improved the rend by 1. Ancient shield is now baked into his stats giving VLoZD a +3 Armour Save. All in all VLoZD depending on the Dynasty will still be an absolute killing machine on the charge.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Coven_Throne.pdf Coven Throne]&#039;&#039;&#039;(310 pts): You want a hero who does everything? This is the Bad Bitch Wagon. A flying Wizard with mortal wounds, 25 attacks per turn in melee (granted, they aren&#039;t the best attacks, but you do get a hell of a lot of them), and an absolutely disgusting command ability. You WILL be using this command ability as often as possible, as it gives a +1 to hit AND wound AND improves armor saves. Plop a Coven throne down next to 10 Blood Knights and they&#039;re basically unkillable. Not to mention, the unique spell rolls 3d6 versus a target&#039;s bravery, and if they fail they CANNOT target the Coven Throne in any way, with attacks or abilities, until it wears off. The only real downside is that it&#039;s an enormous target, and any sane player will throw everything they can into killing the Bad Bitch Wagon.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Bloodseeker_Palanquin_2021.pdf Bloodseeker Palanquin]&#039;&#039;&#039;(290 pts): A giant artillery chariot, it&#039;s chief weapon instantly deals MWs to all enemies within range (though this range decays with damage), a potent force for an army with no artillery to speak of. The unique spell allows it to suck out more MWs from an enemy hero, and if that hero dies close enough, this can also lead to buffing friendly vampires. Simply put, this shouldn&#039;t be your lone hero, it should be accompanying your general (if you&#039;re not grabbing a named hero anyways).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Vengorian_Lord.pdf Vengorian Lord]&#039;&#039;&#039;(280 pts): The angrier monster vampire, but actually a bit more defensive than the normal ones or the zombie dragon. Compared to the base vampire, they have an aura for debuffing enemy Rend and a spell to make it easier to harm enemies. If one of your units kills an enemy unit within 12&amp;quot;, their command ability helps that unit heal some wounds to keep them running.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Wight_King.pdf Wight King]&#039;&#039;&#039;(115 pts): The pure beatstick of the heroes. While the weapon&#039;s about as effective as the vampire&#039;s, though the wight king also deals a mortal wound on a nat 6 to hit. His command ability&#039;s specifically made for skellies, making a {{AOSKeyword|Deathrattle}} unit within 12&amp;quot; re-roll 1s to hit in melee. If you&#039;re planning to focus more on the bone-boys, then you&#039;ll be just well-served by this guy as you would with a vampire.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Wight_King_On_Steed.pdf Wight King on Skeletal Steed]&#039;&#039;&#039;(130 pts): For 15 more points than the footsloger, you get +2 wounds and triple your movement, and swap out the chance at mortal wounds on 6&#039;s for more reliably causing them on the charge. Otherwise, he remains the hero of choice for supporting the bonepile and is especially served by joining a pack of black knights.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Necromancer.pdf Necromancer]&#039;&#039;&#039;(125 pts): A wizard clad in tatters. Then again, why would he need anymore when he can just have some nearby summonable units soak up the wounds for him. Indeed, he does need them around because aside from summoning them and using them as meatshields, he can also cast a unique spell that can let them fight again, a stark upgrade from the vampire lord&#039;s command ability and only casts on a 6+.&lt;br /&gt;
====Named Characters====&lt;br /&gt;
Nagash and Soulblight named characters with a dynasty (save the Cursed City characters) all have a special rule that allows them to be treated as general in addition to the one that you choose in an army of their dynasty (or any of them for Nagash). You can use this to your advantage if you want to utilize the generic command abilities, or in certain battle plans.&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Nagash.pdf Nagash]&#039;&#039;&#039;(970 pts): The supreme lord  of the undead has increased in points cost yet again, now a whopping 970. He gets access to all 13 spells in the book in addition to his own, giving him a good versatile selection for him to use, and gives him more flexibility than casters who must select their spell. Beyond that he&#039;s largely the same as he always has been, but keep an eye out to which Dynasty that you play him with, as several of their traits are tied to the &#039;&#039;&#039;Vampire&#039;&#039;&#039; keyword and he will not benefit/proc benefits.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Neferata.pdf Neferata, Mortarch of Blood]&#039;&#039;&#039; (&#039;&#039;&#039;Legion of Blood&#039;&#039;&#039;, 365 pts): A lot more direct compared to Manny, and by necessity. Not only can she heal more from killing compared to the average vampire, but she also has a weapon that can insta-kill a model. Also helpful is her command ability, which nerfs enemy attacks within 12&amp;quot; of her, making her a viable strongpoint for her legions, but also a visible target. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Mannfred_von_Carstein.pdf Mannfred Von Carstein, Mortarch of Night]&#039;&#039;&#039; (&#039;&#039;&#039;Legion of Night&#039;&#039;&#039;, 380 pts): The lord of assholes returns, just as dangerous as before. While he&#039;s still pretty dangerous between his own weapons and his beastly mount, his role remains being an elusive prick who bounces across the field to pick off the weak bits. Not only can he fly, but he can also redeploy wherever he wants once he&#039;s stuck in combat. The moment he kills something with his sword, he can then boost a {{AOSKeyword|Summonable}} unit, and this can stack with his command ability so his lackeys can fight on without his direct intervention. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Prince_Vhordrai_2021.pdf Prince Vhordrai]&#039;&#039;&#039;(&#039;&#039;&#039;Kastelai&#039;&#039;&#039;, 455 pts): Has had a nerf to Breath of Shyish being a flat 6 MW is now D6 and also now is only usable on a 3+ without the previous modifier of +1 if Vhordrai had slain an enemy model in the previous combat phase. Has had a buff to Bloodlance Charge much the same as VLoZD +1 dmg and added 1 rend and buff to The Hunger being D3 instead of 1. Of note he retains Chalice of Blood which VLoDZ did lose and still retains his Command Ability Fist of Nagash and his Spell Quickblood. Overall Kastelai players may prefer using him over a VLoDZ for the extra few points until AOS 3.0 reveals the new Command Abilities for Generals.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Belladamma_Volga.pdf Belladamma Volga, First of the Vyrkos]&#039;&#039;&#039;(&#039;&#039;&#039;Vyrkos&#039;&#039;&#039;, 200 pts): Though she can&#039;t fly, she&#039;s very fast and comes with a whirlwind of attacks thanks to her pet wolves. She&#039;s best run with some dire wolves, who can act as her meatshields as well as benefiting from her command ability (which lets them pile in an additional +3&amp;quot;, meaning their engagement range is 6&amp;quot;). Also helpful is that she&#039;s a powerful wizard with two special spells, one that deals MWs and replaces the slain models with Dire Wolves, and the other making the target friendly unit deal double the hits on a 6+ to hit roll. If you plan on playing her, keep her behind plenty of dire wolves, and grab someone else if you plan on supporting the rest of your legions.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Radukar_The_Wolf.pdf Radukar, The Wolf]&#039;&#039;&#039;(&#039;&#039;&#039;Vyrkos&#039;&#039;&#039;, 755 pts needs to be taken as a set with his 9x Cursed City bros): &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Radukar_The_Beast.pdf Radukar, The Beast]&#039;&#039;&#039;(&#039;&#039;&#039;Vyrkos&#039;&#039;&#039;, 315 pts): Wow what a real melee beatstick this dude is! Can run and charge same turn, 3+/3+ 12 attacks -1 rend 2 dmg or d3 dmg with Piercing Blade (Bloodslick Claws able to do 2x MWs on 6s), pseudo in built Gryph Feather Charm -1 to hit, the generic &amp;quot;The Hunger&amp;quot; all Vampire Lords seem to have now and 12 wounds make him quite tanky as well. His CP abilities are pretty nuts too able to give a bubble of +1 attack to all Soulblight Gravelord units within 18&amp;quot; of him if he made a charge in that turn, notice how it says keyword &amp;quot;Soulblight Gravelords&amp;quot; this actually makes your Blood Knights very frightening with Radukar being able to keep up with them quite nicely being able to run and charge same turn. Summoning 10 Dire Wolves within 12&amp;quot; of him once per battle also quite a neat trick good for outflanking/capturing points but slightly limiting with the 12&amp;quot; bubble and 9&amp;quot; away from enemies. Very amazing points cost for the utility he provides. Also of note Curse City heroes/Radukar the Wolf cannot be in the same army as Radukar the Beasts lore is after Cursed City.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Kritza.pdf Kritza, The Rat Prince]&#039;&#039;&#039;(&#039;&#039;&#039;Vyrkos&#039;&#039;&#039;, 95 pts): Largely a cheaper Vampire Lord, Kritza trades off a point of armour for an extra wound, and swaps spellcasting for a -1 th hit in melee against him and a rather impressive ability to, when slain, be set up again elsewhere on a 4+ role, making him relatively resilient despite also lacking &#039;The Hunger&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Lady_Annika.pdf Annika, The Thirsting Blade]&#039;&#039;&#039;(&#039;&#039;&#039;Vyrkos&#039;&#039;&#039;, 110 pts): Another lord equivalent, Annika also swaps armor for wound, and her spellcasting for 4+ wound negation and completely healing all wounds when she slays a model instead of d3.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Lauka_Vai.pdf Lauka Vai, The Mother of Nightmares]&#039;&#039;&#039; (&#039;&#039;&#039;Avengorii&#039;&#039;&#039;, 285 pts): The new monster as a hero, acting a named vengorian lord. She&#039;s very potent, acting as combat superiority between her spell nerfing enemy charges and her aura nerfing enemy rending. She&#039;s meant to be crushing the enemy, with a charge bonus like the mounted vampire lord, and the chance to run and charge on the same turn - though this is at the cost of her command ability, which influences friendly monsters.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Prince_Duvalle.pdf Prince Duvalle] &amp;amp; [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_The_Crimson_Court.pdf The Crimson Court]&#039;&#039;&#039; (200 pts): Duvalle is pretty gimped for a vampire, lacking flight or any weapons aside from his sword, though he also comes with a unique spell useful for zeroing in on an enemy unit. His court aren&#039;t quite as durable, though one acts as a beef wall and they can effectively hop through terrain so they can kill whoever Duvalle targets.&lt;br /&gt;
&lt;br /&gt;
===Battleline===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Deathrattle_Skeletons.pdf Deathrattle Skeletons]&#039;&#039;&#039; (85pts/10, max 30, {{AOSKeyword|Summonable}}): Renamed and remodeled skeletons with mediocre weapons with no rend. Rather than the utterly pointless 6+ saves of old, they come with a 5+, and the ability to re-roll 1s on their Deathless Legion&#039;s checks. Also helping bolster their numbers is the ability to resurrect models slain during the fight phase. Granted, this means nothing for skellies shot down by arrows or artillery, but it can make them more of a nuisance once they&#039;re stuck in.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Deadwalker_Zombies.pdf Deadwalker Zombies]&#039;&#039;&#039; (115 pts/20, max 40, {{AOSKeyword|Summonable}}): The real disposable fodder, not even getting a save. Fortunately, they have a much larger range to get stuck in and consolidate an additional 3&amp;quot;, so they can get stuck in pretty quickly. Also helpful is that they can rise up again from the fight phase very easily on a 2+. They can deal a mortal wound if they roll a nat 6 to hit, and that will help if the enemy in question lacks any sort of protection. However, considering how much of a joke they are in combat, don&#039;t expect them to kill much. Alternative opinion: mortal wound on a hit roll of 6 is not a joke. Consider that with 6&amp;quot; pile in it is easy to get large number into combat, with vampire lord buff and/or Radukar buff, a fairly cheap unit of zombies can dish out a scary number of mortal wounds per turn.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Dire_Wolves.pdf Dire Wolves]&#039;&#039;&#039;(135 pts/10, max 30, {{AOSKeyword|Summonable}}): These are a solid option, being surprisingly tough with 2 wounds and fast as fuck. Not only are they great at grabbing objectives, but they have the same speed as Blood Knights, making them a suprisingly good option for a Khastelai army. You can also run them with Radukar for some wolf-centric buffs, although it should be noted they don&#039;t get buffs from corpse carts anymore. And of course, they&#039;re still SUMMONABLE, meaning they get all the same benefits as Skeletons and Zombies. Overall, probably one of the better offensive options for your fodder, although they lack the staying power of Skeletons even with Endless Legions.&lt;br /&gt;
&lt;br /&gt;
===Behemoth===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Terrorgheist.pdf Terrorgheist&#039;&#039;&#039;] (Battleline in &#039;&#039;&#039;Avengorii&#039;&#039;&#039;, 305 pts): Big boi, retains the same stats it had before, unfortunately the inability to fish for 6s with Gaping Maw like our &#039;&#039;&#039;[[Age_of_Sigmar/Tactics/Death/Flesh-Eater_Courts|FEC]]&#039;&#039;&#039; brethren can do kinda makes the points cost potentially not worth it also has no way of healing without investing in Mutations in Avengorii and costs 5 more pts than a Royal Terrorgheist. Interestingly is battleline in Avengorii Dynasty.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Zombie_Dragon.pdf Zombie Dragon&#039;&#039;&#039;] (Battleline in &#039;&#039;&#039;Avengorii&#039;&#039;&#039;, 295 pts): A massive monstrosity, now without a vampire riding on top. It retains its multitude of attacks as well as its breath weapon, ideal for dissolving mobs. Of course, its issue is that it&#039;s pretty flimsy with only a 4+ save protecting it. Even if it&#039;s battleline, this is a hefty investment without any way to ensure its survival.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Mortis_Engine.pdf Mortis Engine]&#039;&#039;&#039; (200 pts): For when you want a bloodseker palanquin but lack the spot for another hero or need more mage support. This retains the wail of the damned for popping through the enemy mobs, but is instead more for boosting magic rather than vampires, as all wizards add a +1 for casting within 12&amp;quot; of this engine. It also has a once per game power to release another blast that deals MWs to those within range of it.&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Grave-Guard.pdf Grave Guard]&#039;&#039;&#039;(Battleline with a &#039;&#039;&#039;Wight King&#039;&#039;&#039; General, 140 pts/10, max 30, {{AOSKeyword|Summonable}}): Essentially tougher skeletons with a full command group that enables them to charge at 6 or more. While they can&#039;t reinforce themselves in combat, they have the option between either a sword and shield (giving them a 4+ save) or a big sword with damage 2, and both weapons deal mortal wounds on a unmodified 6 (wound roll). Since they&#039;re still summonable, you can make them a bit more reliable as a bunker against archers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_The_Sepulchral_Guard.pdf The Sepulchral Guard]&#039;&#039;&#039; (80 pts): The Shadespire warband. Though you have plenty of models, you&#039;re not going to get much out of them since most of the weapons lack any form of Rend and even a nat 6 to hit just deals an additional hit. Really, they&#039;re just a more easily maintained pack of skeletons that can&#039;t be summoned. As long as the leader remains, he can raise d3 of his boys each hero phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Black_Knights.pdf Black Knights]&#039;&#039;&#039;(Battleline in &#039;&#039;&#039;Legion of Blood&#039;&#039;&#039;, 120 pts/5, max 30, {{AOSKeyword|Summonable}}). Your skeletal cavalry, equipped with a full command group and 0 rend weapons. Fortunately, they can deal mortal wounds on the charge, which is what they&#039;ll rely on to make the most out of their attacks.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Corpse_Cart.pdf Corpse Cart with Unholy Lodestone]&#039;&#039;&#039; (80 pts): A mobile support unit for your necromancers and goons. All of your wizards add +1 to their casting rolls for being within 12&amp;quot; of this cart, which you&#039;ll need because your army depends on those spells. Your zombies also pick up a 6+ save for being within 12&amp;quot; of the cart, the which you&#039;ll probably not be needing.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Corpse_Cart_Balefire_Brazier.pdf Corpse Cart with Balefire Braizer]&#039;&#039;&#039; (80 pts): While the Unholy Lodestone makes the cart into a support unit, this is more of a debuff unit. Enemy wizards suffer a -1 to casting for being within 18&amp;quot; of this fiend, and enemies within 9&amp;quot; of this cart suffer -1 to wound in melee - not much against dedicated bruisers, but it can be annoying for otherwise normal foot soldiers like Freeguild.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Fell_Bats.pdf Fell Bats]&#039;&#039;&#039; (75 pts/3, max 9, {{AOSKeyword|Summonable}}): Roving irritants and screens. They&#039;re about as flimsy as zombies with their only redeeming factor being their mobility. Not only can they fly, but they can also retreat and charge at the same turn, making them annoying to catch in a crowded space. Launch a kamikaze attack with them on this big Lumineth archers bunker to have them lose one precious shooting phase. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Vargheists.pdf Vargheists]&#039;&#039;&#039; (Battleline in &#039;&#039;&#039;Legion of Night&#039;&#039;&#039;, 155 pts/3, max 9): Some furious monsters that come with -1 Rend so they can at least rip through armor and focus more upon overwhelming enemies with their swings. However, they&#039;re glass cannons with only a 5+ save to protect them. Fortunately, you can throw them in reserves and then drop them at a later turn, primed and ready to lash out at whatever they come across.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Blood_Knights.pdf Blood Knights]&#039;&#039;&#039;(Battleline in &#039;&#039;&#039;Kastelai Dynasty&#039;&#039;&#039;, 195 pts/5, max 15): The moment we&#039;ve all been waiting for; Blood Knights, bane of The world-that-was, are reborn in fabulous plastic! Some of the most iconic heavy calvary since Bretonnia got squatted, these guys are both tough and hard hitting, with a 3+ save, 3 wounds and vampire kill/regen, accompanied by quality 3/3+/3+/-1/1 attacks that gets +1 damage on the charge, (along with their mounts trampling, but those rarely amount to much in the long run). They can also go over units in their movement phase, if they start within 3&amp;quot; of one and only over those with 3 or less wounds and without mounts (so for example, Orruk Brutes are game but Kavalos Deathriders aren&#039;t) and deal d3 mortal wounds on a 2+ if they do. They are expensive, but worth investing in if you need a good hammer. Special mention should go to Kastelai Blood Knights, who can outflank if set up in reserves.&lt;br /&gt;
&lt;br /&gt;
==Battalions==&lt;br /&gt;
They didn&#039;t even try this time around, just 4 battalions and one mega battalion. Not even special Battalions for each Bloodline. It&#039;s pretty clear why they&#039;re so lackluster now that 3.0 rules are out: Warscroll Battalions are no longer allowed in matched play. Sucks, but at least you&#039;re not really losing anything important, unlike your flesh-eater cousins.&lt;br /&gt;
&lt;br /&gt;
===Red Banquetters===&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;2+ each of Vampire Lords and Blood knights, plus either a Coven Throne or Bloodseeker Palanquin (100 pts)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Blood is the Life&#039;&#039;&#039;: Units here regain D3 wounds per hero phase.&lt;br /&gt;
&lt;br /&gt;
===Deathstench Drove===&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;1-2 Corpse Carts, and 2 each Deadwalker Zombies and Direwolves (100pts)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nexus of Malevolence&#039;&#039;&#039;: Any of the battalion&#039;s units wholly within 12&amp;quot; of a corpse cart get an extra attack with their melee weapons.&lt;br /&gt;
===Deathmarch===&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;A Wight King, 1-3 Grave Guard, 1-3 Black Knights, and 2+ Deathrattle Skeletons (120 pts)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;March of the Dead&#039;&#039;&#039;: The Wight King chooses 3 units wholly within 12&amp;quot; from this battalion to gain 3&amp;quot; movement.&lt;br /&gt;
===Fellwing Flock===&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;2-3 Vargheists, and 2-3 Fell Bats (80 Pts)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Swooping Predators&#039;&#039;&#039;: Battalion units get +1 to hit rolls on a turn they charged.&lt;br /&gt;
&lt;br /&gt;
===Legion of Shyish===&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Generic all Battalions 1x Red Banqueters, 1x Deathmarch, 1x Fellwing Flock, 1x Deathstench Drove (60 pts)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Horror Unending&#039;&#039;&#039;: No longer required to roll a d3 for Deathly Invocation will always be 3.&lt;br /&gt;
&lt;br /&gt;
==Army Building==&lt;br /&gt;
Given its contents, and depending on the bloodlines that you are going to play, Start Collecting! Flesh-Eater Counts is once again one of the best products [[GeeDubs]] has to offer. Get as many as you need or want for you Battleline Zombie Dragons, Terrorgheists or Vhargheists. While you can&#039;t use the ghouls, they have the same base size as zombies, and look zombie-ish...&lt;br /&gt;
&lt;br /&gt;
At the moment of writing this, if your local store still has a Start Collecting! Skeleton Horde, or an even rarer Battleforce with them, you can grab them and get you Mortarch of choice (but can&#039;t use Arkhan, as he is not part of the army roster) while getting extra Black Knights and Skellies, who also happen to be Battleline choices. Alternatively, if you can find a Start Collecting! Malignants box, you can build your choice of Bloodseeker Palanquin, Coven Throne or Mortis Engine, as well as some Black Knights; you won&#039;t be able to use the Spirit Hosts in the army though, unless you take them as Nighthaunt allies, or use them for kitbashing parts.&lt;br /&gt;
&lt;br /&gt;
Some early purchases to consider:&lt;br /&gt;
*Some good endless spells are invaluable, especially in a faction with as much magic as SBGL, and a Horrorghast stacks nicely with Reanimated Horrors for a decent, cheap leadership bomb of -3 to 4. Lauchon the Soulseeker is another excellent choice as you don&#039;t mind losing a single zombie or skeleton but LOVE the free movement.&lt;br /&gt;
&lt;br /&gt;
==Allies==&lt;br /&gt;
*&#039;&#039;&#039;Drogg Fort-Kicka&#039;&#039;&#039;: The Mega-Gargant allocated as an ally for &#039;&#039;&#039;DEATH&#039;&#039;&#039; armies, he&#039;s a big smashy monster with the extra ability to deal out some easy mortal wounds to a bigger unit, and most importantly, the ability to destroy terrain. This includes faction terrain, so send him after that lumineth waterfall and the wizard sitting on it, the priest standing on an altar of blood, or knock a ghoul king off his throne.&lt;br /&gt;
*&#039;&#039;&#039;Nighthaunt&#039;&#039;&#039;: Sadly, since they rely on &#039;summonable&#039;, and most of your abilities are specifically SOULBLIGHT summonable...not actually a good deal. Still, they have some very nice units...&lt;br /&gt;
*&#039;&#039;&#039;Flesh Eater Courts&#039;&#039;&#039;: You share units, they have some nice ghouls that in a pinch can &#039;counts as&#039; zombies, and they have a powerful wizard AND a spell that buffs the heck out of them? A very nice choice.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
&lt;br /&gt;
{{Age_of_Sigmar_Tactics}}&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:5E1:5989:8481:DC58</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Prince_Vhordrai&amp;diff=389372</id>
		<title>Prince Vhordrai</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Prince_Vhordrai&amp;diff=389372"/>
		<updated>2021-06-21T14:53:14Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:5E1:5989:8481:DC58: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Prince Vhordrai, the Fist of Nagash, is the leader of the Kastelai dynasty of Soulblight Vampires.  &lt;br /&gt;
&lt;br /&gt;
He was originally conceived as a special character made from some of the parts of the Vampire Lord on Zombie Dragon kit to give the Legions of Nagash another special character besides the Mortarchs and Nagash himself, since the Flesh-Eater Courts, Nighthaunt and Ossiarch Bonereapers hadn&#039;t been introduced yet.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prince Vhordrai has been around for a long time, as he was already a powerful Vampire Lord during the Age of Chaos.  At some unspecified point, Vhordrai gained his current steed, the zombie dragon named Shordmaire.  But Vhordrai hated serving Nagash, given Nagash&#039;s tyranny.&lt;br /&gt;
&lt;br /&gt;
It was during the Age of Chaos that his rise to infamy began.  Prince Vhordrai was present at the Battle of the Black Skies, fighting for Nagash against Archaon.  When Nagash was slain by Archaon, Vhordari saw this as an opportunity to be rid of him for good.  Vhordrai attempted to throw Nagash&#039;s remains into the Chaos-corrupted realmgate of Yulghuan so the Chaos Gods could consume Nagash and destroy him once and for all.  &lt;br /&gt;
&lt;br /&gt;
Vhordrai&#039;s plan would&#039;ve succeeded if not for the intervention of Arkhan the Black.  Arkhan engaged Vhordrai in a lengthy duel between vampire and Mortarch.  It&#039;s telling that Vhordrai managed to put up a huge fight since he couldn&#039;t match Arkhan&#039;s magic.  But Arkhan&#039;s magic won him the duel, and he sealed Vhordrai in a sarcophagus made of Shadeglass.  Arkhan then took Nagash&#039;s remains to Stygx with Neferata while Vhordrai was left trapped.  So Prince Vhordrai is a bald vampire royal who tried to betray Nagash, only for his treachery to bite him back hard.  [[Mannfred von Carstein|Where have I seen this before?]]&lt;br /&gt;
&lt;br /&gt;
Thus Prince Vhordrai was trapped in the sarcophagus until the Age of Sigmar, the vitrified realmstone preventing Vhordrai from dying from lack of blood or devolving into a Vargheist.  Nagash freed Vhordrai, the vampire now in a half-insane state.  Unfortunately for him, Nagash knew about Prince Vhordrai&#039;s attempted treachery and had released him to use and punish him.  Vhordrai was bound to the fortress the Crimson Keep, and would die an agonizing and permanent death if he left its walls for more than a day.  Nagash also used his power to move the Crimson Keep between realms, placing it near anyone he wanted to die horribly.  For those keeping score, Prince Vhordrai is a prestigious vampire warrior who was magically imprisoned after turning against his former ruler, plus the imprisonment and lack of blood to feed on drove him insane, [[The Red Duke|which is also a familiar story]].&lt;br /&gt;
&lt;br /&gt;
As a result, Vhordrai was leashed and gained the title &amp;quot;Fist of Nagash&amp;quot;, albeit as a form of mockery.  Despite his binding, many vampires go to the Crimson Keep to serve or fight alongside Prince Vhordrai, who is now revered as a paragon of slaughter.  The fact that visiting binds them to the Crimson Keep like him the longer they stay doesn&#039;t dampen their devotion.  &lt;br /&gt;
&lt;br /&gt;
Vhordrai and the other vampires established the Kastelai dynasty, revolving around martial prowess.  Kastelai armies are almost entirely mounted to both maintain their knightly image and also out of necessity due to the Crimson Keep relocating each dawn.  Given his half-insane, bloodthristy nature, Vhordrai revels in the suffering he gets to inflict, though he despises having to do it at Nagash&#039;s bidding.&lt;br /&gt;
&lt;br /&gt;
When Nagash lost his physical form at the end of the Soul Wars, Vhordrai reconsidered his position and the possibility that he could be free of Nagash&#039;s curse. However, he&#039;s seen and experienced what happens when you betray the skelepope once, let alone twice.  As such, he&#039;s reluctant to really make any moves without a &#039;&#039;very&#039;&#039; good reason and chance of success.&lt;br /&gt;
&lt;br /&gt;
==On the Tabletop==&lt;br /&gt;
&lt;br /&gt;
Prince Vhordrai&#039;s dynasty revolves around lances of Blood Knights form the core and supported by Dire Wolf hunting hounds raised from the most ferocious canine beasts. They will resurrect slain infantry from local barrows and corpse pits as needed but are considered entirely expendable and left to crumble by dawn.&lt;br /&gt;
&lt;br /&gt;
{{Template:Soulblight Gravelords Characters}}&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:5E1:5989:8481:DC58</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Broken_Realms_Saga&amp;diff=105363</id>
		<title>Broken Realms Saga</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Broken_Realms_Saga&amp;diff=105363"/>
		<updated>2021-06-21T14:44:32Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:5E1:5989:8481:DC58: /* Reception (Here be Spoilers) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Under Construction...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Broken Realms Saga (Or How I Learned to Stop Worrying and Love AoS)&#039;&#039;&#039; is the current ongoing narrative event in Warhammer [[Age of Sigmar|Age of Sigmar]]. Consisting of four main books, as well as a series of short stories published on the Warhammer Community website, this narrative leap bears a lot of similarities to Warhammer 40,000&#039;s most recent story series, the [[Psychic Awakening|Psychic Awakening]]. However, Broken Realms has something that Psychic Awakening failed to give its readers: &#039;&#039;&#039;Actual Stakes!!&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Indeed, in every book released so far, there are massive and dramatic shifts in power that fundamentally affect the direction of the Mortal Realms. [[Morathi|A manipulative and subversive quest for divinity]], the two biggest [[Teclis|egotistical]] [[Nagash|nerds]] in all of Warhammer going at each other, [[Sigvald|old characters]] [[Lord Kroak|reemerging]] and [[Grombrindal|making their mark]], [[Glutos Orscollion|new]] [[Kragnos|characters]] and [[Soulblight Gravelords|factions]] making their appearances, the very nature of the Realms being dramatically altered, [[Sigmar|Sigmar]] and his [[Stormcast Eternals|golden bois]] getting taken to the cleaners, [[Be&#039;lakor|BE&#039;LAKOR]] [[Awesome|BEING AN ACTUAL THREAT]], etc. &lt;br /&gt;
&lt;br /&gt;
We are keeping the spoilers low but we recommend you read the books, they are actually very fun and help flesh out a lot of Age of Sigmar characters and their interactions.&lt;br /&gt;
&lt;br /&gt;
==[https://www.warhammer-community.com/wp-content/uploads/2020/10/sl18JWIGkGvsrxxL.pdf Story: The Clobbering]==&lt;br /&gt;
Megaboss Bokkrog fights a challenger and loses, only to be knocked out instead of killed.  When he wakes up, a shaman is preparing him for the coming of a god (later revealed to be Kragnos).&lt;br /&gt;
&lt;br /&gt;
==Story: Cursed Gift==&lt;br /&gt;
Morathi learns about the properties of the realmstone of Chaos - now dubbed &amp;quot;Varanite&amp;quot; - and decides its just what she needs for her plans after testing it on a few Witch Aelves.&lt;br /&gt;
&lt;br /&gt;
=Book One: Morathi=&lt;br /&gt;
The first book of the saga kicks things off by having [[Morathi]] decide to finally realize her aspirations of godhood. After &amp;quot;collecting&amp;quot; an ancient artefact used to collect souls from [[Slaanesh]]&#039;s gut from the Idoneth, she decides to sic her old &amp;quot;buddies&amp;quot; [[Sigmar]] and [[Alarielle]] as well as the vengeful [[Katakros]] at the Varanspire, [[Archaon]]&#039;s special hideout, while she picked up some of the realmstone.&lt;br /&gt;
&lt;br /&gt;
She uses the realmstone and the artefact to open a rift right into her ancient enemy&#039;s gut, and managed to eat the souls of all the Phoenix Kings...except for Aenarion.  She hesitated eating him because of their past, but he wasn&#039;t having any of it and split her in half, one half being her elf wizard self and the other being a monstrous serpentine thing.  She hops out of her portal and then fuses with the essence of [[Khaine]], essentially becoming her own god. &lt;br /&gt;
&lt;br /&gt;
With this power in hand, she forces the Idoneth, who sought to reclaim their trinket, to join her in raiding the city of Anvilgard. She takes it over and renames it into Har Kuron, marking a definitive end to her alliance with the God-King. The stormboys fought back, but they eventually fell back after Morathi and the Celestant-Prime had a parley and he agreed to let her keep the city in exchange for...something. &lt;br /&gt;
&lt;br /&gt;
==Story: The Price of Treason==&lt;br /&gt;
In Har Kuron, formerly Anvilgard, a group of humans are rescued by a group of Scourge Privateer elves from being executed by the Daughters of Khaine.  This is because some of the humans and elves there are loyal to Sigmar and don&#039;t like Morathi.&lt;br /&gt;
&lt;br /&gt;
==Story: Thicker Than Water==&lt;br /&gt;
Akhelian King Sythus Nemmetar reflects on the Idoneth&#039;s newfound alliance with the Daughters of Khaine during a battle against humans and Lumineth... and doesn&#039;t like it.  Even moreso for Sythus since he&#039;s forced to fight alongside the Hag Queen Nyrithia, who mutilated half his face when the Idoneth attacked Hagg Nar (it doesn&#039;t help that Nyrithia trolls Sythus about it mercilessly).&lt;br /&gt;
&lt;br /&gt;
==Story: In The Deep Dark Mountain==&lt;br /&gt;
Three brothers hiding in a cave are found by an Ogor Mawtribes army and drafted into Gordrakk&#039;s growing WAAAGH!  Also, the three brothers are Mega-Gargants.&lt;br /&gt;
&lt;br /&gt;
==Story: The Hateful Stasis==&lt;br /&gt;
Slaaneshi Chaos Lord Gestharyx gets tired of waiting while battling against the forces of Khorne, and is reassured of Slaanesh&#039;s latest plan by the daemon herald Glavia Sinheart.&lt;br /&gt;
&lt;br /&gt;
==Story: The Squint==&lt;br /&gt;
Skragrott tries to make sense of the prophecies from his Fungal Asylum as he marches alongside Gordrakk&#039;s Waaghh in Ghur.  One of his captives, a magister of Tzeentch, attacks him while giving some major prophecies, but Skragrott takes him down with the help of the Bad Moon itself.&lt;br /&gt;
&lt;br /&gt;
==Story: The Golden Son==&lt;br /&gt;
Sigvald and Glutos battle against the Fyreslayers and try to outdo each other, only stopping their bickering when a certain pair of daemons introduced in the Broken Realms saga tell them to go to Excelsis in preparation for a &amp;quot;feast&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Story: Enlightenment==&lt;br /&gt;
An account of the Lumineth Realm-lords working with humans in the city Settler&#039;s Gain from the POV of a human university professor.  They give the humans totally-not-second-rate accommodations and magical gear and also educate them... which is definitely not &amp;quot;re-educating&amp;quot; them with magic.  &lt;br /&gt;
&lt;br /&gt;
==Story: The Path Of Futility==&lt;br /&gt;
Mannfred von Carstein binds a Nurgle daemon and attempts to interrogate it, but the daemon breaks free, forcing Mannfred to kill it.  Mannfred also makes his own plans and believes that Nagash will fail.&lt;br /&gt;
&lt;br /&gt;
==Story: The Joust Of Kings==&lt;br /&gt;
Ossiarch Bonereapers Tithemaster Vokmortian and Liege-Kavalos Horrek play Age of Sigmar&#039;s version of the board game 4D chess.  During the game, they discuss about Nagash&#039;s latest plans.  The story reveals quiet a bit about what the Bonereapers do in their downtime (and that they actually get downtime).&lt;br /&gt;
&lt;br /&gt;
=Book Two: Teclis=&lt;br /&gt;
Deciding that the whole Necroquake business was going on for too long, that Sigmar was dragging his feet and that Nagash&#039;s harassment of the realms was getting too much, Teclis warned Nagash to stop it or be stopped.  Nagash predictably told Teclis where to shove his threat.&lt;br /&gt;
&lt;br /&gt;
After surviving a literal gheist tsunami, the forces of the [[Lumineth Realm-Lords]] rallied under Teclis to stick it to the boney asshole.  The Lumineth invaded Shysh in flying islands, made much property damage to the Ossiarch Empire and then called it a moral victory.  Nagash attempted to get payback and to show he is in control by sending his Mortarchs to expand the influence of the Shysh Nadir to other realms.  Mannfred was in Ghyran double-dealing as usual, Neferata met some &amp;lt;s&amp;gt;meddling kids&amp;lt;/s&amp;gt; Lumineth twins in Chamon, and Eltharion dueled Arkhan in a long-awaited second round at Hysh.  &lt;br /&gt;
&lt;br /&gt;
After some dubious results, Skelepope makes the brilliant move of trying to beat Teclis on his home turf while attempting to kill Mount Avelanor.  The resulting duel between the two nerds included lots of spells, actual sword fighting, teleportation through the Aetheric Void Dragon Ball-style and no less than six super-powered Luminarks firing their lazors and rolling lots of sixes.&lt;br /&gt;
&lt;br /&gt;
There is also a sweet scene of Teclis and Alarielle contemplating the fate of the Realms and giving some light to the grimdarkness of AoS 2nd edition.&lt;br /&gt;
&lt;br /&gt;
==Story: Dark Offerings==&lt;br /&gt;
A group of Skaven assassins vie for Be&#039;lakor&#039;s patronage, until one of them wins his favor by discreetly but messily killing the others.  Be&#039;lakor&#039;s target is also a theoretically immortal being, likely Lady Olynder.&lt;br /&gt;
&lt;br /&gt;
==Story: Marked For Death==&lt;br /&gt;
Neferata attempts to have a Kharadron Admiral assassinated, but Lumineth twins Ellania and Ellathor save her.&lt;br /&gt;
&lt;br /&gt;
=Book Three: Be&#039;lakor=&lt;br /&gt;
Tired of being second fiddle to Archie-chan and not being noticed by the Chaos God senpais, Be&#039;lakor has been working a long term plot to block the Stormcasts Reforging process while plummeting the Mortal Relams into a widespread Chaos Storm, in order to do so he engages in 4D chess with none other than Lord Kroak, all while ensuring both a major setback against Archaon&#039;s own domains and plans and Sigmar and his allies.&lt;br /&gt;
&lt;br /&gt;
Highlights of the book include a space battle between an armada of Seraphon temple-ships and a Silver Tower, widespread nuclear explosions destroying scores of Realmgates, Be&#039;lakor forcing Lady Olynder to work with him, Gardus Steel-Soul having an astral fly with Kroak, the last stand of the Sigmarite Brotherhood and finally a massive battle between the entire army of the Dark Master vs the Free City of Vindicarum and a massive airfleet formed by all the major city-ports of the Kharadrons united by certain white dwarf and much aether-gold.&lt;br /&gt;
&lt;br /&gt;
==Story: Sacrifice==&lt;br /&gt;
A group of Stormcast seek to free the souls of their brethren that have been captured by the Nighthaunt, with mixed results.&lt;br /&gt;
&lt;br /&gt;
==Story: To Cast A Long Shadow==&lt;br /&gt;
Morathi has a chat with her son, the god formerly known as Malekith.  After some back-and-forth sassing, he warns Morathi that Sigmar&#039;s preparing to get back at her for taking Anvilgard, and Morathi brushes it off.  Tyrion is mentioned to be making moves and the two have an almost wholesome mother/son moment.&lt;br /&gt;
&lt;br /&gt;
==Story: The Turnskin&#039;s Tale==&lt;br /&gt;
A Beastlord invites a mysterious warrior, who&#039;s a POV character for the audience, to hear his story due to a shared cause.  The Beastlord talks about his exploits and the rising power of the Sylvaneth and Alarielle.  The story ends with the POV character mutating into a Gor, just as the Beastlord once did.&lt;br /&gt;
&lt;br /&gt;
=Book Four: Kragnos=&lt;br /&gt;
With the end of the Necroquake and Nagash&#039;s temporary imprisonment in Nagashizzar, Life goes into ascendance and Alarielle steps in to spread a non-lethal version across the realms known as the Rite of Life.  Alarielle&#039;s own power, and that of the Sylvaneth, swelled in response but there was a major unintended consequence.  &lt;br /&gt;
&lt;br /&gt;
While the spell succeeded in resurrecting the remnants of the oak of ages, combined with the residual effects of the Necroquake, Alarielle&#039;s Rite of Life broke the prison of Kragnos, an ancient, destructive god sealed away by Lord Kroak in Ghur during the Age of Myth.  Enraged by his captivity, the loss of his people and the fact that human cities have been built on his ancestral lands, Kragnos rampaged across the realm until he reached Excelsis, which is already in the process of being corrupted by followers of Slaanesh.  &lt;br /&gt;
&lt;br /&gt;
Kragnos joins Gordrakk&#039;s army and they manage to smash their way into the city and start wreaking havoc despite Lord Kroak doing his best to mystically reinforce the cities defenses. The end result is Excelsis is nearly destroyed and Kragnos finds himself at the other end of Ghur.&lt;br /&gt;
&lt;br /&gt;
There is an epilogue for the four big players of the Saga; Teclis is meditating in space with Celennar when Nagash speaks to Teclis through the curse, promising vengeance for his actions. Be&#039;lakor meets the twin Newborn daemons in Slaanesh&#039;s realm and warns them that Grungni&#039;s return threatens their plans.  Kragnos is found by [[Kruleboyz Orruks|an isolated Orruk tribe that worships him]].  Morathi is put on trial for betraying the forces of Order by the Celestant Prime and is very nearly executed, before the newly arrived Grungni points out that Morathi&#039;s ascension to godhood saved Excelsis, and that they have bigger problems to worry about - such as the spreading storms of chaos.&lt;br /&gt;
&lt;br /&gt;
==Story: Premonitions==&lt;br /&gt;
Set during the Siege of Excelsis, the high command of the city consults a Skink Starpriest as to how things are gonna go for them. It&#039;s also (rather anti-climatically) revealed in it that Sigvald and Glutos never got to the city, as they had gotten into a fight - presumably over who had the more well-trimmed pubic hair, but with the implication some Seraphon killed some of Sigvald&#039;s and Glutos&#039; troops to pit them against each other.&lt;br /&gt;
&lt;br /&gt;
=Reception (Here be Spoilers)=&lt;br /&gt;
Overall, the Broken Realms series was met mostly with positive reception by the Age of Sigmar community at large. As previously stated, the narrative shake-ups to the realms were welcomed with open arms, as they managed to change the setting WITHOUT [[The End Times|fucking blowing everything up]].  However, this doesn&#039;t mean that it was nothing but positivity - there were a lot of controversies as well.  &lt;br /&gt;
&lt;br /&gt;
BR: Morathi was mostly lauded for its portrayal of Morathi&#039;s rise to power.  There&#039;s also a major boon for Slaanesh&#039;s followers as Slaanesh exploited Morathi&#039;s ritual to give birth to a pair of demigods to lead Slaanesh&#039;s followers in his/her absence.  &lt;br /&gt;
&lt;br /&gt;
BR: Teclis was the very definition of [[Skub]].  The Lumineth elves won at every turn, achieved all their goals, slew Arkhan the Black while simultaneously saving Avalenor and made the entire Death faction all the way up to Nagash himself look like a bunch of jobbers, with Nagash marking Teclis with death magic seeming like an afterthought.  As if the worfing wasn&#039;t enough, the Lumineth also got a lot of new units, four new special characters and a terrain piece &#039;&#039;only a year after their initial release&#039;&#039; (even potential mitigating circumstances like Brexit and delays relating to the COVID-19 pandemic didn&#039;t completely smooth things over) while the Bonereapers - despite being touted as the book&#039;s main antagonists - only got one mediocre battalion and no new gear (the side factions got more than they did).&lt;br /&gt;
&lt;br /&gt;
BR: Be’lakor was met with mostly positive reception.  Some well-liked parts were the intervention of the Seraphon against the forces of Chaos, Be&#039;lakor managing to sever the link between Stormcast and Azyr and the mutual manipulation between Be&#039;lakor and Lady Olynder.  However, there was a lot of contention as to the identity of the Dwarf Gromthi (later revealed to be Grungni).  &lt;br /&gt;
&lt;br /&gt;
While BR: Teclis brought the skub, the real clincher was BR: Kragnos. The book was criticized for trying to fit too much in, leading to some plot contrivances.   Some of the worst offenders were Kragnos suddenly appearing and stealing Gordrakk&#039;s WAAAGH!, the &#039;&#039;literal children of Slaanesh&#039;&#039; getting jobbed by a pair of humans plus a lone Stormcast and - deserving special mention - Kroak&#039;s and Morathi&#039;s roles.  While Kroak&#039;s presence makes sense, he acts out of character by trying to brute force his way despite being all about ancient wisdom and being dismissive about &#039;&#039;the literal children of a Chaos God&#039;&#039;.  As for Morathi, she and her army serve as a Deux Ex Machina to save Excelsis and get rid of Kragnos - with Morathi suggesting the portal trick to Kroak and setting the bait that Kragnos took.  Alarielle&#039;s Rite of Life was also a plot contrivance, but more accepted because it was noblebright without worfing or jobbing anyone (unlike BR: Teclis) and was an excuse to give the Sylvaneth a sorely-needed boost on the gameplay side of things (unlike the Lumineth boost, which made them borderline OP on the tabletop).  &lt;br /&gt;
&lt;br /&gt;
Nevertheless, the Broken Realms series was a pretty solid lead up to Third Edition - at least, much more so than [[Psychic Awakening]] was for 40k.&lt;br /&gt;
&lt;br /&gt;
[[Category: Age of Sigmar]]&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:5E1:5989:8481:DC58</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Broken_Realms_Saga&amp;diff=105362</id>
		<title>Broken Realms Saga</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Broken_Realms_Saga&amp;diff=105362"/>
		<updated>2021-06-21T14:43:32Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:5E1:5989:8481:DC58: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Under Construction...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Broken Realms Saga (Or How I Learned to Stop Worrying and Love AoS)&#039;&#039;&#039; is the current ongoing narrative event in Warhammer [[Age of Sigmar|Age of Sigmar]]. Consisting of four main books, as well as a series of short stories published on the Warhammer Community website, this narrative leap bears a lot of similarities to Warhammer 40,000&#039;s most recent story series, the [[Psychic Awakening|Psychic Awakening]]. However, Broken Realms has something that Psychic Awakening failed to give its readers: &#039;&#039;&#039;Actual Stakes!!&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Indeed, in every book released so far, there are massive and dramatic shifts in power that fundamentally affect the direction of the Mortal Realms. [[Morathi|A manipulative and subversive quest for divinity]], the two biggest [[Teclis|egotistical]] [[Nagash|nerds]] in all of Warhammer going at each other, [[Sigvald|old characters]] [[Lord Kroak|reemerging]] and [[Grombrindal|making their mark]], [[Glutos Orscollion|new]] [[Kragnos|characters]] and [[Soulblight Gravelords|factions]] making their appearances, the very nature of the Realms being dramatically altered, [[Sigmar|Sigmar]] and his [[Stormcast Eternals|golden bois]] getting taken to the cleaners, [[Be&#039;lakor|BE&#039;LAKOR]] [[Awesome|BEING AN ACTUAL THREAT]], etc. &lt;br /&gt;
&lt;br /&gt;
We are keeping the spoilers low but we recommend you read the books, they are actually very fun and help flesh out a lot of Age of Sigmar characters and their interactions.&lt;br /&gt;
&lt;br /&gt;
==[https://www.warhammer-community.com/wp-content/uploads/2020/10/sl18JWIGkGvsrxxL.pdf Story: The Clobbering]==&lt;br /&gt;
Megaboss Bokkrog fights a challenger and loses, only to be knocked out instead of killed.  When he wakes up, a shaman is preparing him for the coming of a god (later revealed to be Kragnos).&lt;br /&gt;
&lt;br /&gt;
==Story: Cursed Gift==&lt;br /&gt;
Morathi learns about the properties of the realmstone of Chaos - now dubbed &amp;quot;Varanite&amp;quot; - and decides its just what she needs for her plans after testing it on a few Witch Aelves.&lt;br /&gt;
&lt;br /&gt;
=Book One: Morathi=&lt;br /&gt;
The first book of the saga kicks things off by having [[Morathi]] decide to finally realize her aspirations of godhood. After &amp;quot;collecting&amp;quot; an ancient artefact used to collect souls from [[Slaanesh]]&#039;s gut from the Idoneth, she decides to sic her old &amp;quot;buddies&amp;quot; [[Sigmar]] and [[Alarielle]] as well as the vengeful [[Katakros]] at the Varanspire, [[Archaon]]&#039;s special hideout, while she picked up some of the realmstone.&lt;br /&gt;
&lt;br /&gt;
She uses the realmstone and the artefact to open a rift right into her ancient enemy&#039;s gut, and managed to eat the souls of all the Phoenix Kings...except for Aenarion.  She hesitated eating him because of their past, but he wasn&#039;t having any of it and split her in half, one half being her elf wizard self and the other being a monstrous serpentine thing.  She hops out of her portal and then fuses with the essence of [[Khaine]], essentially becoming her own god. &lt;br /&gt;
&lt;br /&gt;
With this power in hand, she forces the Idoneth, who sought to reclaim their trinket, to join her in raiding the city of Anvilgard. She takes it over and renames it into Har Kuron, marking a definitive end to her alliance with the God-King. The stormboys fought back, but they eventually fell back after Morathi and the Celestant-Prime had a parley and he agreed to let her keep the city in exchange for...something. &lt;br /&gt;
&lt;br /&gt;
==Story: The Price of Treason==&lt;br /&gt;
In Har Kuron, formerly Anvilgard, a group of humans are rescued by a group of Scourge Privateer elves from being executed by the Daughters of Khaine.  This is because some of the humans and elves there are loyal to Sigmar and don&#039;t like Morathi.&lt;br /&gt;
&lt;br /&gt;
==Story: Thicker Than Water==&lt;br /&gt;
Akhelian King Sythus Nemmetar reflects on the Idoneth&#039;s newfound alliance with the Daughters of Khaine during a battle against humans and Lumineth... and doesn&#039;t like it.  Even moreso for Sythus since he&#039;s forced to fight alongside the Hag Queen Nyrithia, who mutilated half his face when the Idoneth attacked Hagg Nar (it doesn&#039;t help that Nyrithia trolls Sythus about it mercilessly).&lt;br /&gt;
&lt;br /&gt;
==Story: In The Deep Dark Mountain==&lt;br /&gt;
Three brothers hiding in a cave are found by an Ogor Mawtribes army and drafted into Gordrakk&#039;s growing WAAAGH!  Also, the three brothers are Mega-Gargants.&lt;br /&gt;
&lt;br /&gt;
==Story: The Hateful Stasis==&lt;br /&gt;
Slaaneshi Chaos Lord Gestharyx gets tired of waiting while battling against the forces of Khorne, and is reassured of Slaanesh&#039;s latest plan by the daemon herald Glavia Sinheart.&lt;br /&gt;
&lt;br /&gt;
==Story: The Squint==&lt;br /&gt;
Skragrott tries to make sense of the prophecies from his Fungal Asylum as he marches alongside Gordrakk&#039;s Waaghh in Ghur.  One of his captives, a magister of Tzeentch, attacks him while giving some major prophecies, but Skragrott takes him down with the help of the Bad Moon itself.&lt;br /&gt;
&lt;br /&gt;
==Story: The Golden Son==&lt;br /&gt;
Sigvald and Glutos battle against the Fyreslayers and try to outdo each other, only stopping their bickering when a certain pair of daemons introduced in the Broken Realms saga tell them to go to Excelsis in preparation for a &amp;quot;feast&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Story: Enlightenment==&lt;br /&gt;
An account of the Lumineth Realm-lords working with humans in the city Settler&#039;s Gain from the POV of a human university professor.  They give the humans totally-not-second-rate accommodations and magical gear and also educate them... which is definitely not &amp;quot;re-educating&amp;quot; them with magic.  &lt;br /&gt;
&lt;br /&gt;
==Story: The Path Of Futility==&lt;br /&gt;
Mannfred von Carstein binds a Nurgle daemon and attempts to interrogate it, but the daemon breaks free, forcing Mannfred to kill it.  Mannfred also makes his own plans and believes that Nagash will fail.&lt;br /&gt;
&lt;br /&gt;
==Story: The Joust Of Kings==&lt;br /&gt;
Ossiarch Bonereapers Tithemaster Vokmortian and Liege-Kavalos Horrek play Age of Sigmar&#039;s version of the board game 4D chess.  During the game, they discuss about Nagash&#039;s latest plans.  The story reveals quiet a bit about what the Bonereapers do in their downtime (and that they actually get downtime).&lt;br /&gt;
&lt;br /&gt;
=Book Two: Teclis=&lt;br /&gt;
Deciding that the whole Necroquake business was going on for too long, that Sigmar was dragging his feet and that Nagash&#039;s harassment of the realms was getting too much, Teclis warned Nagash to stop it or be stopped.  Nagash predictably told Teclis where to shove his threat.&lt;br /&gt;
&lt;br /&gt;
After surviving a literal gheist tsunami, the forces of the [[Lumineth Realm-Lords]] rallied under Teclis to stick it to the boney asshole.  The Lumineth invaded Shysh in flying islands, made much property damage to the Ossiarch Empire and then called it a moral victory.  Nagash attempted to get payback and to show he is in control by sending his Mortarchs to expand the influence of the Shysh Nadir to other realms.  Mannfred was in Ghyran double-dealing as usual, Neferata met some &amp;lt;s&amp;gt;meddling kids&amp;lt;/s&amp;gt; Lumineth twins in Chamon, and Eltharion dueled Arkhan in a long-awaited second round at Hysh.  &lt;br /&gt;
&lt;br /&gt;
After some dubious results, Skelepope makes the brilliant move of trying to beat Teclis on his home turf while attempting to kill Mount Avelanor.  The resulting duel between the two nerds included lots of spells, actual sword fighting, teleportation through the Aetheric Void Dragon Ball-style and no less than six super-powered Luminarks firing their lazors and rolling lots of sixes.&lt;br /&gt;
&lt;br /&gt;
There is also a sweet scene of Teclis and Alarielle contemplating the fate of the Realms and giving some light to the grimdarkness of AoS 2nd edition.&lt;br /&gt;
&lt;br /&gt;
==Story: Dark Offerings==&lt;br /&gt;
A group of Skaven assassins vie for Be&#039;lakor&#039;s patronage, until one of them wins his favor by discreetly but messily killing the others.  Be&#039;lakor&#039;s target is also a theoretically immortal being, likely Lady Olynder.&lt;br /&gt;
&lt;br /&gt;
==Story: Marked For Death==&lt;br /&gt;
Neferata attempts to have a Kharadron Admiral assassinated, but Lumineth twins Ellania and Ellathor save her.&lt;br /&gt;
&lt;br /&gt;
=Book Three: Be&#039;lakor=&lt;br /&gt;
Tired of being second fiddle to Archie-chan and not being noticed by the Chaos God senpais, Be&#039;lakor has been working a long term plot to block the Stormcasts Reforging process while plummeting the Mortal Relams into a widespread Chaos Storm, in order to do so he engages in 4D chess with none other than Lord Kroak, all while ensuring both a major setback against Archaon&#039;s own domains and plans and Sigmar and his allies.&lt;br /&gt;
&lt;br /&gt;
Highlights of the book include a space battle between an armada of Seraphon temple-ships and a Silver Tower, widespread nuclear explosions destroying scores of Realmgates, Be&#039;lakor forcing Lady Olynder to work with him, Gardus Steel-Soul having an astral fly with Kroak, the last stand of the Sigmarite Brotherhood and finally a massive battle between the entire army of the Dark Master vs the Free City of Vindicarum and a massive airfleet formed by all the major city-ports of the Kharadrons united by certain white dwarf and much aether-gold.&lt;br /&gt;
&lt;br /&gt;
==Story: Sacrifice==&lt;br /&gt;
A group of Stormcast seek to free the souls of their brethren that have been captured by the Nighthaunt, with mixed results.&lt;br /&gt;
&lt;br /&gt;
==Story: To Cast A Long Shadow==&lt;br /&gt;
Morathi has a chat with her son, the god formerly known as Malekith.  After some back-and-forth sassing, he warns Morathi that Sigmar&#039;s preparing to get back at her for taking Anvilgard, and Morathi brushes it off.  Tyrion is mentioned to be making moves and the two have an almost wholesome mother/son moment.&lt;br /&gt;
&lt;br /&gt;
==Story: The Turnskin&#039;s Tale==&lt;br /&gt;
A Beastlord invites a mysterious warrior, who&#039;s a POV character for the audience, to hear his story due to a shared cause.  The Beastlord talks about his exploits and the rising power of the Sylvaneth and Alarielle.  The story ends with the POV character mutating into a Gor, just as the Beastlord once did.&lt;br /&gt;
&lt;br /&gt;
=Book Four: Kragnos=&lt;br /&gt;
With the end of the Necroquake and Nagash&#039;s temporary imprisonment in Nagashizzar, Life goes into ascendance and Alarielle steps in to spread a non-lethal version across the realms known as the Rite of Life.  Alarielle&#039;s own power, and that of the Sylvaneth, swelled in response but there was a major unintended consequence.  &lt;br /&gt;
&lt;br /&gt;
While the spell succeeded in resurrecting the remnants of the oak of ages, combined with the residual effects of the Necroquake, Alarielle&#039;s Rite of Life broke the prison of Kragnos, an ancient, destructive god sealed away by Lord Kroak in Ghur during the Age of Myth.  Enraged by his captivity, the loss of his people and the fact that human cities have been built on his ancestral lands, Kragnos rampaged across the realm until he reached Excelsis, which is already in the process of being corrupted by followers of Slaanesh.  &lt;br /&gt;
&lt;br /&gt;
Kragnos joins Gordrakk&#039;s army and they manage to smash their way into the city and start wreaking havoc despite Lord Kroak doing his best to mystically reinforce the cities defenses. The end result is Excelsis is nearly destroyed and Kragnos finds himself at the other end of Ghur.&lt;br /&gt;
&lt;br /&gt;
There is an epilogue for the four big players of the Saga; Teclis is meditating in space with Celennar when Nagash speaks to Teclis through the curse, promising vengeance for his actions. Be&#039;lakor meets the twin Newborn daemons in Slaanesh&#039;s realm and warns them that Grungni&#039;s return threatens their plans.  Kragnos is found by [[Kruleboyz Orruks|an isolated Orruk tribe that worships him]].  Morathi is put on trial for betraying the forces of Order by the Celestant Prime and is very nearly executed, before the newly arrived Grungni points out that Morathi&#039;s ascension to godhood saved Excelsis, and that they have bigger problems to worry about - such as the spreading storms of chaos.&lt;br /&gt;
&lt;br /&gt;
==Story: Premonitions==&lt;br /&gt;
Set during the Siege of Excelsis, the high command of the city consults a Skink Starpriest as to how things are gonna go for them. It&#039;s also (rather anti-climatically) revealed in it that Sigvald and Glutos never got to the city, as they had gotten into a fight - presumably over who had the more well-trimmed pubic hair, but with the implication some Seraphon killed some of Sigvald&#039;s and Glutos&#039; troops to pit them against each other.&lt;br /&gt;
&lt;br /&gt;
=Reception (Here be Spoilers)=&lt;br /&gt;
Overall, the Broken Realms series was met mostly with positive reception by the Age of Sigmar community at large. As previously stated, the narrative shake-ups to the realms were welcomed with open arms, as they managed to change the setting WITHOUT [[The End Times|fucking blowing everything up]].  However, this doesn&#039;t mean that it was nothing but positivity - there were a lot of controversies as well.  &lt;br /&gt;
&lt;br /&gt;
BR: Morathi was mostly lauded for its portrayal of Morathi&#039;s rise to power.  There&#039;s also a major boon for Slaanesh&#039;s followers as Slaanesh exploited Morathi&#039;s ritual to give birth to a pair of demigods that led Slaanesh&#039;s followers in his/her absence.  &lt;br /&gt;
&lt;br /&gt;
BR: Teclis was the very definition of [[Skub]].  The Lumineth elves won at every turn, achieved all their goals, slew Arkhan the Black while simultaneously saving Avalenor and made the entire Death faction all the way up to Nagash himself look like a bunch of jobbers, with Nagash marking Teclis with death magic seeming like an afterthought.  As if the worfing wasn&#039;t enough, the Lumineth also got a lot of new units, four new special characters and a terrain piece &#039;&#039;only a year after their initial release&#039;&#039; (even potential mitigating circumstances like Brexit and delays relating to the COVID-19 pandemic didn&#039;t completely smooth things over) while the Bonereapers - despite being touted as the book&#039;s main antagonists - only got one mediocre battalion and no new gear (the side factions got more than they did).&lt;br /&gt;
&lt;br /&gt;
BR: Be’lakor was met with mostly positive reception.  Some well-liked parts were the intervention of the Seraphon against the forces of Chaos, Be&#039;lakor managing to sever the link between Stormcast and Azyr and the mutual manipulation between Be&#039;lakor and Lady Olynder.  However, there was a lot of contention as to the identity of the Dwarf Gromthi (later revealed to be Grungni).  &lt;br /&gt;
&lt;br /&gt;
While BR: Teclis brought the skub, the real clincher was BR: Kragnos. The book was criticized for trying to fit too much in, leading to some plot contrivances.   Some of the worst offenders were Kragnos suddenly appearing and stealing Gordrakk&#039;s WAAAGH!, the &#039;&#039;literal children of Slaanesh&#039;&#039; getting jobbed by a pair of humans plus a lone Stormcast and - deserving special mention - Kroak&#039;s and Morathi&#039;s roles.  While Kroak&#039;s presence makes sense, he acts out of character by trying to brute force his way despite being all about ancient wisdom and being dismissive about &#039;&#039;the literal children of a Chaos God&#039;&#039;.  As for Morathi, she and her army serve as a Deux Ex Machina to save Excelsis and get rid of Kragnos - with Morathi suggesting the portal trick to Kroak and setting the bait that Kragnos took.  Alarielle&#039;s Rite of Life was also a plot contrivance, but more accepted because it was noblebright without worfing or jobbing anyone (unlike BR: Teclis) and was an excuse to give the Sylvaneth a sorely-needed boost on the gameplay side of things (unlike the Lumineth boost, which made them borderline OP on the tabletop).  &lt;br /&gt;
&lt;br /&gt;
Nevertheless, the Broken Realms series was a pretty solid lead up to Third Edition - at least, much more so than [[Psychic Awakening]] was for 40k.&lt;br /&gt;
&lt;br /&gt;
[[Category: Age of Sigmar]]&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:5E1:5989:8481:DC58</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Broken_Realms_Saga&amp;diff=105361</id>
		<title>Broken Realms Saga</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Broken_Realms_Saga&amp;diff=105361"/>
		<updated>2021-06-21T14:42:32Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:5E1:5989:8481:DC58: /* Reception */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Under Construction...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Broken Realms Saga (Or How I Learned to Stop Worrying and Love AoS)&#039;&#039;&#039; is the current ongoing narrative event in Warhammer [[Age of Sigmar|Age of Sigmar]]. Consisting of four main books, as well as a series of short stories published on the Warhammer Community website, this narrative leap bears a lot of similarities to Warhammer 40,000&#039;s most recent story series, the [[Psychic Awakening|Psychic Awakening]]. However, Broken Realms has something that Psychic Awakening failed to give its readers: &#039;&#039;&#039;Actual Stakes!!&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Indeed, in every book released so far, there are massive and dramatic shifts in power that fundamentally affect the direction of the Mortal Realms. [[Morathi|A manipulative and subversive quest for divinity]], the two biggest [[Teclis|egotistical]] [[Nagash|nerds]] in all of Warhammer going at each other, [[Sigvald|old characters]] [[Lord Kroak|reemerging]] and [[Grombrindal|making their mark]], [[Glutos Orscollion|new]] [[Kragnos|characters]] and [[Soulblight Gravelords|factions]] making their appearances, the very nature of the Realms being dramatically altered, [[Sigmar|Sigmar]] and his [[Stormcast Eternals|golden bois]] getting taken to the cleaners, [[Be&#039;lakor|BE&#039;LAKOR]] [[Awesome|BEING AN ACTUAL THREAT]], etc. &lt;br /&gt;
&lt;br /&gt;
We are keeping the spoilers low but we recommend you read the books, they are actually very fun and help flesh out a lot of Age of Sigmar characters and their interactions.&lt;br /&gt;
&lt;br /&gt;
==[https://www.warhammer-community.com/wp-content/uploads/2020/10/sl18JWIGkGvsrxxL.pdf Story: The Clobbering]==&lt;br /&gt;
Megaboss Bokkrog fights a challenger and loses, only to be knocked out instead of killed.  When he wakes up, a shaman is preparing him for the coming of a god (later revealed to be Kragnos).&lt;br /&gt;
&lt;br /&gt;
==Story: Cursed Gift==&lt;br /&gt;
Morathi learns about the properties of the realmstone of Chaos - now dubbed &amp;quot;Varanite&amp;quot; - and decides its just what she needs for her plans after testing it on a few Witch Aelves.&lt;br /&gt;
&lt;br /&gt;
=Book One: Morathi=&lt;br /&gt;
The first book of the saga kicks things off by having [[Morathi]] decide to finally realize her aspirations of godhood. After &amp;quot;collecting&amp;quot; an ancient artefact used to collect souls from [[Slaanesh]]&#039;s gut from the Idoneth, she decides to sic her old &amp;quot;buddies&amp;quot; [[Sigmar]] and [[Alarielle]] as well as the vengeful [[Katakros]] at the Varanspire, [[Archaon]]&#039;s special hideout, while she picked up some of the realmstone.&lt;br /&gt;
&lt;br /&gt;
She uses the realmstone and the artefact to open a rift right into her ancient enemy&#039;s gut, and managed to eat the souls of all the Phoenix Kings...except for Aenarion.  She hesitated eating him because of their past, but he wasn&#039;t having any of it and split her in half, one half being her elf wizard self and the other being a monstrous serpentine thing.  She hops out of her portal and then fuses with the essence of [[Khaine]], essentially becoming her own god. &lt;br /&gt;
&lt;br /&gt;
With this power in hand, she forces the Idoneth, who sought to reclaim their trinket, to join her in raiding the city of Anvilgard. She takes it over and renames it into Har Kuron, marking a definitive end to her alliance with the God-King. The stormboys fought back, but they eventually fell back after Morathi and the Celestant-Prime had a parley and he agreed to let her keep the city in exchange for...something. &lt;br /&gt;
&lt;br /&gt;
==Story: The Price of Treason==&lt;br /&gt;
In Har Kuron, formerly Anvilgard, a group of humans are rescued by a group of Scourge Privateer elves from being executed by the Daughters of Khaine.  This is because some of the humans and elves there are loyal to Sigmar and don&#039;t like Morathi.&lt;br /&gt;
&lt;br /&gt;
==Story: Thicker Than Water==&lt;br /&gt;
Akhelian King Sythus Nemmetar reflects on the Idoneth&#039;s newfound alliance with the Daughters of Khaine during a battle against humans and Lumineth... and doesn&#039;t like it.  Even moreso for Sythus since he&#039;s forced to fight alongside the Hag Queen Nyrithia, who mutilated half his face when the Idoneth attacked Hagg Nar (it doesn&#039;t help that Nyrithia trolls Sythus about it mercilessly).&lt;br /&gt;
&lt;br /&gt;
==Story: In The Deep Dark Mountain==&lt;br /&gt;
Three brothers hiding in a cave are found by an Ogor Mawtribes army and drafted into Gordrakk&#039;s growing WAAAGH!  Also, the three brothers are Mega-Gargants.&lt;br /&gt;
&lt;br /&gt;
==Story: The Hateful Stasis==&lt;br /&gt;
Slaaneshi Chaos Lord Gestharyx gets tired of waiting while battling against the forces of Khorne, and is reassured of Slaanesh&#039;s latest plan by the daemon herald Glavia Sinheart.&lt;br /&gt;
&lt;br /&gt;
==Story: The Squint==&lt;br /&gt;
Skragrott tries to make sense of the prophecies from his Fungal Asylum as he marches alongside Gordrakk&#039;s Waaghh in Ghur.  One of his captives, a magister of Tzeentch, attacks him while giving some major prophecies, but Skragrott takes him down with the help of the Bad Moon itself.&lt;br /&gt;
&lt;br /&gt;
==Story: The Golden Son==&lt;br /&gt;
Sigvald and Glutos battle against the Fyreslayers and try to outdo each other, only stopping their bickering when a certain pair of daemons introduced in the Broken Realms saga tell them to go to Excelsis in preparation for a &amp;quot;feast&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Story: Enlightenment==&lt;br /&gt;
An account of the Lumineth Realm-lords working with humans in the city Settler&#039;s Gain from the POV of a human university professor.  They give the humans totally-not-second-rate accommodations and magical gear and also educate them... which is definitely not &amp;quot;re-educating&amp;quot; them with magic.  &lt;br /&gt;
&lt;br /&gt;
==Story: The Path Of Futility==&lt;br /&gt;
Mannfred von Carstein binds a Nurgle daemon and attempts to interrogate it, but the daemon breaks free, forcing Mannfred to kill it.  Mannfred also makes his own plans and believes that Nagash will fail.&lt;br /&gt;
&lt;br /&gt;
==Story: The Joust Of Kings==&lt;br /&gt;
Ossiarch Bonereapers Tithemaster Vokmortian and Liege-Kavalos Horrek play Age of Sigmar&#039;s version of the board game 4D chess.  During the game, they discuss about Nagash&#039;s latest plans.  The story reveals quiet a bit about what the Bonereapers do in their downtime (and that they actually get downtime).&lt;br /&gt;
&lt;br /&gt;
=Book Two: Teclis=&lt;br /&gt;
Deciding that the whole Necroquake business was going on for too long, that Sigmar was dragging his feet and that Nagash&#039;s harassment of the realms was getting too much, Teclis warned Nagash to stop it or be stopped.  Nagash predictably told Teclis where to shove his threat.&lt;br /&gt;
&lt;br /&gt;
After surviving a literal gheist tsunami, the forces of the [[Lumineth Realm-Lords]] rallied under Teclis to stick it to the boney asshole.  The Lumineth invaded Shysh in flying islands, made much property damage to the Ossiarch Empire and then called it a moral victory.  Nagash attempted to get payback and to show he is in control by sending his Mortarchs to expand the influence of the Shysh Nadir to other realms.  Mannfred was in Ghyran double-dealing as usual, Neferata met some &amp;lt;s&amp;gt;meddling kids&amp;lt;/s&amp;gt; Lumineth twins in Chamon, and Eltharion dueled Arkhan in a long-awaited second round at Hysh.  &lt;br /&gt;
&lt;br /&gt;
After some dubious results, Skelepope makes the brilliant move of trying to beat Teclis on his home turf while attempting to kill Mount Avelanor.  The resulting duel between the two nerds included lots of spells, actual sword fighting, teleportation through the Aetheric Void Dragon Ball-style and no less than six super-powered Luminarks firing their lazors and rolling lots of sixes.&lt;br /&gt;
&lt;br /&gt;
There is also a sweet scene of Teclis and Alarielle contemplating the fate of the Realms and giving some light to the grimdarkness of AoS 2nd edition.&lt;br /&gt;
&lt;br /&gt;
==Story: Dark Offerings==&lt;br /&gt;
A group of Skaven assassins vie for Be&#039;lakor&#039;s patronage, until one of them wins his favor by discreetly but messily killing the others.  Be&#039;lakor&#039;s target is also a theoretically immortal being, likely Lady Olynder.&lt;br /&gt;
&lt;br /&gt;
==Story: Marked For Death==&lt;br /&gt;
Neferata attempts to have a Kharadron Admiral assassinated, but Lumineth twins Ellania and Ellathor save her.&lt;br /&gt;
&lt;br /&gt;
=Book Three: Be&#039;lakor=&lt;br /&gt;
Tired of being second fiddle to Archie-chan and not being noticed by the Chaos God senpais, Be&#039;lakor has been working a long term plot to block the Stormcasts Reforging process while plummeting the Mortal Relams into a widespread Chaos Storm, in order to do so he engages in 4D chess with none other than Lord Kroak, all while ensuring both a major setback against Archaon&#039;s own domains and plans and Sigmar and his allies.&lt;br /&gt;
&lt;br /&gt;
Highlights of the book include a space battle between an armada of Seraphon temple-ships and a Silver Tower, widespread nuclear explosions destroying scores of Realmgates, Be&#039;lakor forcing Lady Olynder to work with him, Gardus Steel-Soul having an astral fly with Kroak, the last stand of the Sigmarite Brotherhood and finally a massive battle between the entire army of the Dark Master vs the Free City of Vindicarum and a massive airfleet formed by all the major city-ports of the Kharadrons united by certain white dwarf and much aether-gold.&lt;br /&gt;
&lt;br /&gt;
==Story: Sacrifice==&lt;br /&gt;
A group of Stormcast seek to free the souls of their brethren that have been captured by the Nighthaunt, with mixed results.&lt;br /&gt;
&lt;br /&gt;
==Story: To Cast A Long Shadow==&lt;br /&gt;
Morathi has a chat with her son, the god formerly known as Malekith.  After some back-and-forth sassing, he warns Morathi that Sigmar&#039;s preparing to get back at her for taking Anvilgard, and Morathi brushes it off.  Tyrion is mentioned to be making moves and the two have an almost wholesome mother/son moment.&lt;br /&gt;
&lt;br /&gt;
==Story: The Turnskin&#039;s Tale==&lt;br /&gt;
A Beastlord invites a mysterious warrior, who&#039;s a POV character for the audience, to hear his story due to a shared cause.  The Beastlord talks about his exploits and the rising power of the Sylvaneth and Alarielle.  The story ends with the POV character mutating into a Gor, just as the Beastlord once did.&lt;br /&gt;
&lt;br /&gt;
=Book Four: Kragnos=&lt;br /&gt;
With the end of the Necroquake and Nagash&#039;s temporary imprisonment in Nagashizzar, Life goes into ascendance and Alarielle steps in to spread a non-lethal version across the realms known as the Rite of Life.  Alarielle&#039;s own power, and that of the Sylvaneth, swelled in response but there was a major unintended consequence.  &lt;br /&gt;
&lt;br /&gt;
While the spell succeeded in resurrecting the remnants of the oak of ages, combined with the residual effects of the Necroquake, Alarielle&#039;s Rite of Life broke the prison of Kragnos, an ancient, destructive god sealed away by Lord Kroak in Ghur during the Age of Myth.  Enraged by his captivity, the loss of his people and the fact that human cities have been built on his ancestral lands, Kragnos rampaged across the realm until he reached Excelsis, which is already in the process of being corrupted by followers of Slaanesh.  &lt;br /&gt;
&lt;br /&gt;
Kragnos joins Gordrakk&#039;s army and they manage to smash their way into the city and start wreaking havoc despite Lord Kroak doing his best to mystically reinforce the cities defenses. The end result is Excelsis is nearly destroyed and Kragnos finds himself at the other end of Ghur.&lt;br /&gt;
&lt;br /&gt;
There is an epilogue for the four big players of the Saga; Teclis is meditating in space with Celennar when Nagash speaks to Teclis through the curse, promising vengeance for his actions. Be&#039;lakor meets the twin Newborn daemons in Slaanesh&#039;s realm and warns them that Grungni&#039;s return threatens their plans.  Kragnos is found by [[Kruleboyz Orruks|an isolated Orruk tribe that worships him]].  Morathi is put on trial for betraying the forces of Order by the Celestant Prime and is very nearly executed, before the newly arrived Grungni points out that Morathi&#039;s ascension to godhood saved Excelsis, and that they have bigger problems to worry about - such as the spreading storms of chaos.&lt;br /&gt;
&lt;br /&gt;
==Story: Premonitions==&lt;br /&gt;
Set during the Siege of Excelsis, the high command of the city consults a Skink Starpriest as to how things are gonna go for them. It&#039;s also (rather anti-climatically) revealed in it that Sigvald and Glutos never got to the city, as they had gotten into a fight - presumably over who had the more well-trimmed pubic hair, but with the implication some Seraphon killed some of Sigvald&#039;s and Glutos&#039; troops to pit them against each other.&lt;br /&gt;
&lt;br /&gt;
==Reception (Here be Spoilers)==&lt;br /&gt;
Overall, the Broken Realms series was met mostly with positive reception by the Age of Sigmar community at large. As previously stated, the narrative shake-ups to the realms were welcomed with open arms, as they managed to change the setting WITHOUT [[The End Times|fucking blowing everything up]].  However, this doesn&#039;t mean that it was nothing but positivity - there were a lot of controversies as well.  &lt;br /&gt;
&lt;br /&gt;
BR: Morathi was mostly lauded for its portrayal of Morathi&#039;s rise to power.  There&#039;s also a major boon for Slaanesh&#039;s followers as Slaanesh exploited Morathi&#039;s ritual to give birth to a pair of demigods that led Slaanesh&#039;s followers in his/her absence.  &lt;br /&gt;
&lt;br /&gt;
BR: Teclis was the very definition of [[Skub]].  The Lumineth elves won at every turn, achieved all their goals, slew Arkhan the Black while simultaneously saving Avalenor and made the entire Death faction all the way up to Nagash himself look like a bunch of jobbers, with Nagash marking Teclis with death magic seeming like an afterthought.  As if the worfing wasn&#039;t enough, the Lumineth also got a lot of new units, four new special characters and a terrain piece &#039;&#039;only a year after their initial release&#039;&#039; (even potential mitigating circumstances like Brexit and delays relating to the COVID-19 pandemic didn&#039;t completely smooth things over) while the Bonereapers - despite being touted as the book&#039;s main antagonists - only got one mediocre battalion and no new gear (the side factions got more than they did).&lt;br /&gt;
&lt;br /&gt;
BR: Be’lakor was met with mostly positive reception.  Some well-liked parts were the intervention of the Seraphon against the forces of Chaos, Be&#039;lakor managing to sever the link between Stormcast and Azyr and the mutual manipulation between Be&#039;lakor and Lady Olynder.  However, there was a lot of contention as to the identity of the Dwarf Gromthi (later revealed to be Grungni).  &lt;br /&gt;
&lt;br /&gt;
While BR: Teclis brought the skub, the real clincher was BR: Kragnos. The book was criticized for trying to fit too much in, leading to some plot contrivances.   Some of the worst offenders were Kragnos suddenly appearing and stealing Gordrakk&#039;s WAAAGH!, the &#039;&#039;literal children of Slaanesh&#039;&#039; getting jobbed by a pair of humans plus a lone Stormcast and - deserving special mention - Kroak&#039;s and Morathi&#039;s roles.  While Kroak&#039;s presence makes sense, he acts out of character by trying to brute force his way despite being all about ancient wisdom and being dismissive about &#039;&#039;the literal children of a Chaos God&#039;&#039;.  As for Morathi, she and her army serve as a Deux Ex Machina to save Excelsis and get rid of Kragnos - with Morathi suggesting the portal trick to Kroak and setting the bait that Kragnos took.  Alarielle&#039;s Rite of Life was also a plot contrivance, but more accepted because it was noblebright without worfing or jobbing anyone (unlike BR: Teclis) and was an excuse to give the Sylvaneth a sorely-needed boost on the gameplay side of things (unlike the Lumineth boost, which made them borderline OP on the tabletop).  &lt;br /&gt;
&lt;br /&gt;
Nevertheless, the Broken Realms series was a pretty solid lead up to Third Edition - at least, much more so than [[Psychic Awakening]] was for 40k.&lt;br /&gt;
&lt;br /&gt;
[[Category: Age of Sigmar]]&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:5E1:5989:8481:DC58</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Broken_Realms_Saga&amp;diff=105360</id>
		<title>Broken Realms Saga</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Broken_Realms_Saga&amp;diff=105360"/>
		<updated>2021-06-21T14:13:00Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:5E1:5989:8481:DC58: /* Reception */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Under Construction...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Broken Realms Saga (Or How I Learned to Stop Worrying and Love AoS)&#039;&#039;&#039; is the current ongoing narrative event in Warhammer [[Age of Sigmar|Age of Sigmar]]. Consisting of four main books, as well as a series of short stories published on the Warhammer Community website, this narrative leap bears a lot of similarities to Warhammer 40,000&#039;s most recent story series, the [[Psychic Awakening|Psychic Awakening]]. However, Broken Realms has something that Psychic Awakening failed to give its readers: &#039;&#039;&#039;Actual Stakes!!&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Indeed, in every book released so far, there are massive and dramatic shifts in power that fundamentally affect the direction of the Mortal Realms. [[Morathi|A manipulative and subversive quest for divinity]], the two biggest [[Teclis|egotistical]] [[Nagash|nerds]] in all of Warhammer going at each other, [[Sigvald|old characters]] [[Lord Kroak|reemerging]] and [[Grombrindal|making their mark]], [[Glutos Orscollion|new]] [[Kragnos|characters]] and [[Soulblight Gravelords|factions]] making their appearances, the very nature of the Realms being dramatically altered, [[Sigmar|Sigmar]] and his [[Stormcast Eternals|golden bois]] getting taken to the cleaners, [[Be&#039;lakor|BE&#039;LAKOR]] [[Awesome|BEING AN ACTUAL THREAT]], etc. &lt;br /&gt;
&lt;br /&gt;
We are keeping the spoilers low but we recommend you read the books, they are actually very fun and help flesh out a lot of Age of Sigmar characters and their interactions.&lt;br /&gt;
&lt;br /&gt;
==[https://www.warhammer-community.com/wp-content/uploads/2020/10/sl18JWIGkGvsrxxL.pdf Story: The Clobbering]==&lt;br /&gt;
Megaboss Bokkrog fights a challenger and loses, only to be knocked out instead of killed.  When he wakes up, a shaman is preparing him for the coming of a god (later revealed to be Kragnos).&lt;br /&gt;
&lt;br /&gt;
==Story: Cursed Gift==&lt;br /&gt;
Morathi learns about the properties of the realmstone of Chaos - now dubbed &amp;quot;Varanite&amp;quot; - and decides its just what she needs for her plans after testing it on a few Witch Aelves.&lt;br /&gt;
&lt;br /&gt;
=Book One: Morathi=&lt;br /&gt;
The first book of the saga kicks things off by having [[Morathi]] decide to finally realize her aspirations of godhood. After &amp;quot;collecting&amp;quot; an ancient artefact used to collect souls from [[Slaanesh]]&#039;s gut from the Idoneth, she decides to sic her old &amp;quot;buddies&amp;quot; [[Sigmar]] and [[Alarielle]] as well as the vengeful [[Katakros]] at the Varanspire, [[Archaon]]&#039;s special hideout, while she picked up some of the realmstone.&lt;br /&gt;
&lt;br /&gt;
She uses the realmstone and the artefact to open a rift right into her ancient enemy&#039;s gut, and managed to eat the souls of all the Phoenix Kings...except for Aenarion.  She hesitated eating him because of their past, but he wasn&#039;t having any of it and split her in half, one half being her elf wizard self and the other being a monstrous serpentine thing.  She hops out of her portal and then fuses with the essence of [[Khaine]], essentially becoming her own god. &lt;br /&gt;
&lt;br /&gt;
With this power in hand, she forces the Idoneth, who sought to reclaim their trinket, to join her in raiding the city of Anvilgard. She takes it over and renames it into Har Kuron, marking a definitive end to her alliance with the God-King. The stormboys fought back, but they eventually fell back after Morathi and the Celestant-Prime had a parley and he agreed to let her keep the city in exchange for...something. &lt;br /&gt;
&lt;br /&gt;
==Story: The Price of Treason==&lt;br /&gt;
In Har Kuron, formerly Anvilgard, a group of humans are rescued by a group of Scourge Privateer elves from being executed by the Daughters of Khaine.  This is because some of the humans and elves there are loyal to Sigmar and don&#039;t like Morathi.&lt;br /&gt;
&lt;br /&gt;
==Story: Thicker Than Water==&lt;br /&gt;
Akhelian King Sythus Nemmetar reflects on the Idoneth&#039;s newfound alliance with the Daughters of Khaine during a battle against humans and Lumineth... and doesn&#039;t like it.  Even moreso for Sythus since he&#039;s forced to fight alongside the Hag Queen Nyrithia, who mutilated half his face when the Idoneth attacked Hagg Nar (it doesn&#039;t help that Nyrithia trolls Sythus about it mercilessly).&lt;br /&gt;
&lt;br /&gt;
==Story: In The Deep Dark Mountain==&lt;br /&gt;
Three brothers hiding in a cave are found by an Ogor Mawtribes army and drafted into Gordrakk&#039;s growing WAAAGH!  Also, the three brothers are Mega-Gargants.&lt;br /&gt;
&lt;br /&gt;
==Story: The Hateful Stasis==&lt;br /&gt;
Slaaneshi Chaos Lord Gestharyx gets tired of waiting while battling against the forces of Khorne, and is reassured of Slaanesh&#039;s latest plan by the daemon herald Glavia Sinheart.&lt;br /&gt;
&lt;br /&gt;
==Story: The Squint==&lt;br /&gt;
Skragrott tries to make sense of the prophecies from his Fungal Asylum as he marches alongside Gordrakk&#039;s Waaghh in Ghur.  One of his captives, a magister of Tzeentch, attacks him while giving some major prophecies, but Skragrott takes him down with the help of the Bad Moon itself.&lt;br /&gt;
&lt;br /&gt;
==Story: The Golden Son==&lt;br /&gt;
Sigvald and Glutos battle against the Fyreslayers and try to outdo each other, only stopping their bickering when a certain pair of daemons introduced in the Broken Realms saga tell them to go to Excelsis in preparation for a &amp;quot;feast&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Story: Enlightenment==&lt;br /&gt;
An account of the Lumineth Realm-lords working with humans in the city Settler&#039;s Gain from the POV of a human university professor.  They give the humans totally-not-second-rate accommodations and magical gear and also educate them... which is definitely not &amp;quot;re-educating&amp;quot; them with magic.  &lt;br /&gt;
&lt;br /&gt;
==Story: The Path Of Futility==&lt;br /&gt;
Mannfred von Carstein binds a Nurgle daemon and attempts to interrogate it, but the daemon breaks free, forcing Mannfred to kill it.  Mannfred also makes his own plans and believes that Nagash will fail.&lt;br /&gt;
&lt;br /&gt;
==Story: The Joust Of Kings==&lt;br /&gt;
Ossiarch Bonereapers Tithemaster Vokmortian and Liege-Kavalos Horrek play Age of Sigmar&#039;s version of the board game 4D chess.  During the game, they discuss about Nagash&#039;s latest plans.  The story reveals quiet a bit about what the Bonereapers do in their downtime (and that they actually get downtime).&lt;br /&gt;
&lt;br /&gt;
=Book Two: Teclis=&lt;br /&gt;
Deciding that the whole Necroquake business was going on for too long, that Sigmar was dragging his feet and that Nagash&#039;s harassment of the realms was getting too much, Teclis warned Nagash to stop it or be stopped.  Nagash predictably told Teclis where to shove his threat.&lt;br /&gt;
&lt;br /&gt;
After surviving a literal gheist tsunami, the forces of the [[Lumineth Realm-Lords]] rallied under Teclis to stick it to the boney asshole.  The Lumineth invaded Shysh in flying islands, made much property damage to the Ossiarch Empire and then called it a moral victory.  Nagash attempted to get payback and to show he is in control by sending his Mortarchs to expand the influence of the Shysh Nadir to other realms.  Mannfred was in Ghyran double-dealing as usual, Neferata met some &amp;lt;s&amp;gt;meddling kids&amp;lt;/s&amp;gt; Lumineth twins in Chamon, and Eltharion dueled Arkhan in a long-awaited second round at Hysh.  &lt;br /&gt;
&lt;br /&gt;
After some dubious results, Skelepope makes the brilliant move of trying to beat Teclis on his home turf while attempting to kill Mount Avelanor.  The resulting duel between the two nerds included lots of spells, actual sword fighting, teleportation through the Aetheric Void Dragon Ball-style and no less than six super-powered Luminarks firing their lazors and rolling lots of sixes.&lt;br /&gt;
&lt;br /&gt;
There is also a sweet scene of Teclis and Alarielle contemplating the fate of the Realms and giving some light to the grimdarkness of AoS 2nd edition.&lt;br /&gt;
&lt;br /&gt;
==Story: Dark Offerings==&lt;br /&gt;
A group of Skaven assassins vie for Be&#039;lakor&#039;s patronage, until one of them wins his favor by discreetly but messily killing the others.  Be&#039;lakor&#039;s target is also a theoretically immortal being, likely Lady Olynder.&lt;br /&gt;
&lt;br /&gt;
==Story: Marked For Death==&lt;br /&gt;
Neferata attempts to have a Kharadron Admiral assassinated, but Lumineth twins Ellania and Ellathor save her.&lt;br /&gt;
&lt;br /&gt;
=Book Three: Be&#039;lakor=&lt;br /&gt;
Tired of being second fiddle to Archie-chan and not being noticed by the Chaos God senpais, Be&#039;lakor has been working a long term plot to block the Stormcasts Reforging process while plummeting the Mortal Relams into a widespread Chaos Storm, in order to do so he engages in 4D chess with none other than Lord Kroak, all while ensuring both a major setback against Archaon&#039;s own domains and plans and Sigmar and his allies.&lt;br /&gt;
&lt;br /&gt;
Highlights of the book include a space battle between an armada of Seraphon temple-ships and a Silver Tower, widespread nuclear explosions destroying scores of Realmgates, Be&#039;lakor forcing Lady Olynder to work with him, Gardus Steel-Soul having an astral fly with Kroak, the last stand of the Sigmarite Brotherhood and finally a massive battle between the entire army of the Dark Master vs the Free City of Vindicarum and a massive airfleet formed by all the major city-ports of the Kharadrons united by certain white dwarf and much aether-gold.&lt;br /&gt;
&lt;br /&gt;
==Story: Sacrifice==&lt;br /&gt;
A group of Stormcast seek to free the souls of their brethren that have been captured by the Nighthaunt, with mixed results.&lt;br /&gt;
&lt;br /&gt;
==Story: To Cast A Long Shadow==&lt;br /&gt;
Morathi has a chat with her son, the god formerly known as Malekith.  After some back-and-forth sassing, he warns Morathi that Sigmar&#039;s preparing to get back at her for taking Anvilgard, and Morathi brushes it off.  Tyrion is mentioned to be making moves and the two have an almost wholesome mother/son moment.&lt;br /&gt;
&lt;br /&gt;
==Story: The Turnskin&#039;s Tale==&lt;br /&gt;
A Beastlord invites a mysterious warrior, who&#039;s a POV character for the audience, to hear his story due to a shared cause.  The Beastlord talks about his exploits and the rising power of the Sylvaneth and Alarielle.  The story ends with the POV character mutating into a Gor, just as the Beastlord once did.&lt;br /&gt;
&lt;br /&gt;
=Book Four: Kragnos=&lt;br /&gt;
With the end of the Necroquake and Nagash&#039;s temporary imprisonment in Nagashizzar, Life goes into ascendance and Alarielle steps in to spread a non-lethal version across the realms known as the Rite of Life.  Alarielle&#039;s own power, and that of the Sylvaneth, swelled in response but there was a major unintended consequence.  &lt;br /&gt;
&lt;br /&gt;
While the spell succeeded in resurrecting the remnants of the oak of ages, combined with the residual effects of the Necroquake, Alarielle&#039;s Rite of Life broke the prison of Kragnos, an ancient, destructive god sealed away by Lord Kroak in Ghur during the Age of Myth.  Enraged by his captivity, the loss of his people and the fact that human cities have been built on his ancestral lands, Kragnos rampaged across the realm until he reached Excelsis, which is already in the process of being corrupted by followers of Slaanesh.  &lt;br /&gt;
&lt;br /&gt;
Kragnos joins Gordrakk&#039;s army and they manage to smash their way into the city and start wreaking havoc despite Lord Kroak doing his best to mystically reinforce the cities defenses. The end result is Excelsis is nearly destroyed and Kragnos finds himself at the other end of Ghur.&lt;br /&gt;
&lt;br /&gt;
There is an epilogue for the four big players of the Saga; Teclis is meditating in space with Celennar when Nagash speaks to Teclis through the curse, promising vengeance for his actions. Be&#039;lakor meets the twin Newborn daemons in Slaanesh&#039;s realm and warns them that Grungni&#039;s return threatens their plans.  Kragnos is found by [[Kruleboyz Orruks|an isolated Orruk tribe that worships him]].  Morathi is put on trial for betraying the forces of Order by the Celestant Prime and is very nearly executed, before the newly arrived Grungni points out that Morathi&#039;s ascension to godhood saved Excelsis, and that they have bigger problems to worry about - such as the spreading storms of chaos.&lt;br /&gt;
&lt;br /&gt;
==Story: Premonitions==&lt;br /&gt;
Set during the Siege of Excelsis, the high command of the city consults a Skink Starpriest as to how things are gonna go for them. It&#039;s also (rather anti-climatically) revealed in it that Sigvald and Glutos never got to the city, as they had gotten into a fight - presumably over who had the more well-trimmed pubic hair, but with the implication some Seraphon killed some of Sigvald&#039;s and Glutos&#039; troops to pit them against each other.&lt;br /&gt;
&lt;br /&gt;
==Reception==&lt;br /&gt;
Overall, the Broken Realms series was met mostly with positive reception by the Age of Sigmar community at large. As previously stated, the narrative shake-ups to the realms were welcomed with open arms, as they managed to change the setting WITHOUT [[The End Times|fucking blowing everything up]].&lt;br /&gt;
&lt;br /&gt;
However, this doesn&#039;t mean that it was nothing but positivity - there were a lot of controversies and some criticisms as well.  Whilst BR: Morathi was mostly lauded for its portrayal of Morathi&#039;s rise to power, BR: Teclis was the very definition of [[Skub]].  The Lumineth elves won at every turn, making the Death faction all the way up to Nagash himself look like a bunch of jobbers, with Nagash marking Teclis with death magic seeming like an afterthought.  As if the worfing wasn&#039;t enough, the Lumineth also got a a crap ton of new units and four new special characters &#039;&#039;only a year after their initial release&#039;&#039; (even potential mitigating circumstances like Brexit and delays relating to the COVID-19 pandemic didn&#039;t completely smooth things over).&lt;br /&gt;
&lt;br /&gt;
BR: Be’lakor was met with mostly positive reception, although there was a lot of contention as to the identity of Gromthi (later revealed to be Grungni), but the real clincher was with BR: Kragnos. The book was criticized for trying to fit too much in, leading to some plot contrivances; Kragnos suddenly appearing and stealing Gordrakk&#039;s WAAAGH!, the &#039;&#039;literal children of Slaanesh&#039;&#039; getting jobbed by a pair of humans, and Kroak and Morathi appearing at the last minute being some of the worst offenders.  Alarielle&#039;s Rite of Life was also a plot contrivance, but mostly accepted because it was an excuse to give the Sylvaneth a sorely-needed boost on the gameplay side of things.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, the Broken Realms series was a pretty solid lead up to Third Edition - at least, much more so than [[Psychic Awakening]] was for 40k.&lt;br /&gt;
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[[Category: Age of Sigmar]]&lt;/div&gt;</summary>
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