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===Named Leaders=== * '''Archmage [[Teclis]] [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Teclis%20-%20eng.pdf and Celennar, Spirit of Hysh] (700 pts):''' One of the dual gods of Hysh and another of the [[Everqueen|big]] [[Lord Kroak|literal]] [[Nagash|god]]-[[Be'lakor|tier]] [[Archaon|models]]. He went from "the best wizard who's not a daemon, demigod or Slann" to "gives Greater Daemons penis envy and makes Slann second-guess themselves". While he's not a slouch in CC, he shouldn't try to take on big scary things alone, as he'd rather be slinging spells and ruining your opponents day. **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). Due to the nutshot he got from Nagash in Broken Realms, Teclis loses his ability to autocast one un-unbindable spell when he’s taken 10 wounds and after 13 wounds he also loses the ability to autocast two spells on a 12. **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. **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. **Friendly units in Celennar's aura ignore spells on a 4+, and bounces a handful of MWs at an enemy within 18" of said unit when it works. **Spells: (1) ''Protection of Teclis'': 10 to cast. 5+ FNP within 18", can't be cast same turn as Hysh Protection. (2)''Storm of Searing White Light'': 10 to cast. Roll a dice for each enemy unit within 18" 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's only going to get stronger as time goes on. * '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Eltharion_EN.pdf Light of Eltharion]:''' (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. * '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Avalenor%20-%20eng.pdf Avalenor, the Stoneheart King]:''' (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'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" 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" to use a command ability for free next turn, so keep him within <s>grumbling</s> advising range of your dudes. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Sevireth.pdf Sevireth, Lord of the Seventh Wind]:''' (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 <s>kitsunes</s>). Unlike Avalenor, his stats never degrade, which means that he can always shoot at maximum efficiency. Since unlike Avalenor he isn't a mountain but a wind, he is also fast. Fast as in 24" flying - something necessary because his bow is actually quite short-ranged at 18" but comes with a dangerous -3 rend and D3 damage. To keep his 5+ save out of trouble he can move another 12", but he can slso still charge. That's great since his melee power'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'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. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Ellania_Ellathor.pdf Ellania and Ellathor]:''' (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'esske and the Sisters of Twilight, these two are effectively one model. To no one's surprise <s>Ellathor's</s> not-Tyrion'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 <s>Ellania</s> not-Teclis' 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's under the turn number or amount of wounds suffered they vanish to a spot 12" 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. **Their neatest gimmick is that they can be taken as allies with any army who's general has the {{AOSKeyword|Order}} Keyword and can generate Command Points on a 4+ if they are within 3' of them, though this comes at the cost of never being generals themselves. Internationally focused elves? What a unique and interesting idea, cough cough. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_LyriorUthralle.pdf Lyrior Uthralle, Warden of Ymetrica]:''' (210 pts) The head general of the Lumineth and Tyrion's right hand man. He's your named lord-regent, and much like the other forms of named "melee HQ on bigger than average mount" that AOS released, he'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't get too excited about it. It's worth noting he lets you get more CP when you don't have Teclis hanging around, and since he has the same spell as the lord regent, it becomes clear that he's meant to be hanging around the other Vanari units. * '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Myari_Lightcaller_en.pdf Myari Lightcaller]:''' (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, '''Dazzling Light''' 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 '''Guardian of Hysh''' ability. * '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Myaris_Purifiers_en.pdf Myari’s Purifiers]:''' (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 '''Crushing Blow''' ability to do extra damage, and Greatsword and Bow are both Sunmetal weapons, but they cannot access Power of Hysh. Their '''Guardians''' 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.
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