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==Army Rules== ===Battle Traits=== '''Aetherquartz Reserve:''' This is your big army-wide resource, more akin to the Kharadron'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 <s>Drug withdrawal</s> -1 to their Bravery for the rest of the game. *''Heightened Senses:'' Triggered before the unit shoots or fights. The unit adds +1 to hit with any attacks they make for this phase (Shooting/Combat Phase). *''Heightened Reflexes:'' +1 Save when chosen as an attack target (Shooting/Combat Phase). *''Magical Boost:'' +1 or reroll casting (Your Hero Phase). '''Lightning Reactions:''' 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. *'''SHINING COMPANY:''' 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. Luckily for you, Arcane Cataclysm is scrapping the movement restrictions, meaning that this is now active as long as every model is touching bases with at least two others. *'''DEEP THINKERS:''' 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 cannot be modified, but can be unbound. They learned a little from Teclis, but not quite enough it seems. *'''ENDURING AS ROCK:''' 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. *'''TECTONIC FORCE:''' At the end of all combat phases, your {{AOSKeyword|Alarith}} units can each nominate an enemy unit within 1" of them (Though two units can't nominate the same enemy). The enemy is then shoved 2" in any direction so long as they are more than 1" from any {{AOSKeyword|Alarith}} unit and then you can let these units within 3" pile in 1" to continue fighting. This is your means of dominating the objective game and tossing enemies into deadly terrain. *'''MOVE LIKE THE WIND:''' Any time a {{AOSKeyword|Hurakan}} unit piles in, it doesn't need to pile in to the closest enemy model. In addition, when they charge, they can fly and move 3" for piling in. All of it helps establish their role as alpha-strikers, the pile-in trick helping them move to more favorable fights. ===Command Traits=== <tabs> <tab name="Lords of the Warhosts"> {{AOSKeyword|Vanari}} only. #'''Grand Strategist:''' If your general is on the field during the first turn, you gain 1 CP. #'''Consummate Warrior:''' Once per turn, your general can re-roll a failed hit, wound or save roll they make. #'''Astute Commander:''' 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+. It's more a toss-up between Consummate Warrior and Astute Commander, hinging on how much you need your CP. If you don'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. </tab> <tab name="Lords of Brilliance"> {{AOSKeyword|Scinari}} only. #'''Spellmaster:''' Once per turn in your Hero phase, you can re-roll 1 failed casting attempt. #'''Loremaster:''' Your General knows 1 extra spell from the Lore of Hysh. #'''Warmaster:''' When your general is on the field, at the start of your Hero phase, you get a CP on a 4+. If you're bringing a Cathallar you could honestly go for any of these. Spellmaster is strong enough, as there'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're lucky though if you want consistency from your general you're better off with the other two. </tab> <tab name="Lords of the Air"> {{AOSKeyword|Hurakan}} only, meaning only your nimbus-wizard. #'''Grand Windrider:''' When a Windchargers unit wholly within 24" of the general moves, their movement is upped to 16" and they can fly. #'''Swift:''' Your general adds +3" to movement. #'''Loremaster:''' Your general knows 1 extra spell from the Lore of the Winds. Grand Windrider pretty much expects that you'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'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. </tab> <tab name="Lords of Stone"> {{AOSKeyword|Alarith}} only, so for right now, just floaty rock guy #'''Majestic:''' Add 1 to Bravery of friendly Lumineth wholly within 12" of the General. Also, your enemies subtract 1 from Bravery while they are within 18" of the General. #'''Enduring:''' Add 3 to the General's wounds characteristic. #'''Loremaster:''' General knows 1 extra spell from the Lore of High Peaks. 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'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'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. </tab> </tabs> ===Artefacts=== <tabs> <tab name="Gifts of the Sun"> {{AOSKeyword|Vanari Heroes}} only. #'''Syari Pommel:''' The bearer gets another share of Aetherquartz. #* The Syari Pommel is not as potent as Syar'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 Sun Stone pretty much is there as an insurance policy if you're not expecting your wizard to survive. Especially powerful on the Lord Regent. #'''Senlui Amulet:''' The bearer can run and charge in the same turn. #* 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're not bothering with supporting their allies. #'''Waystone:''' Once per game, the bearer can immediately redeploy to any location within 12" and at least 3" away from any enemies. </tab> <tab name="Heirlooms of Hysh"> {{AOSKeyword|Scinari Heroes}} only. #'''Phoenix Stone:''' If a friendly {{AOSKeyword|Lumineth Realm-Lords Hero}} is slain within 12" of the bearer, before removing that model from play, roll a dice. On a 3+ that model is not slain, negating any further wounds and restoring the hero to d3 wounds. #* While no longer as unreliable, the issue lies in that its healing power has taken a nerfing. This will do nothing for a hero caught in a duel with something equally as deadly. #'''Silver Wand:''' The bearer can cast 1 extra spell in their hero phase. #* Most likely your go-to item, as nothing has nearly as much utility. #'''Rune of Senthoi:''' +1 to unbind rolls for each {{AOSKeyword|Scinari Hero}} within 6" of the bearer. </tab> <tab name="Gifts of the Winds"> {{AOSKeyword|Hurakan Heroes}} only. #'''Windblast Fan:''' Once per game during the enemy's movement phase, you can pick a unit within 3" of the bearer. This unit most move and must retreat from the enemy, no questions asked. #* The Windblast Fan can provide some breathing room when dealing with battles, but it also means that you're still in range for a second charge if you don't bail immediately. #'''Wind Stone:''' You get a single-use grenade you can throw at an enemy unit within 18" of the bearer. On a 2+, that unit takes 2 mortal wounds, but a 5+ makes it 4. #'''Buffeting Aspiragillum:''' Once per battle at the start of the fight phase, the bearer can make one enemy within 3" take -1 to hit for the rest of the phase #* Ignore. HARD. This is only useful once and nothing more. </tab> <tab name="Gifts of the Mountain"> {{AOSKeyword|Alarith Heroes}} only. #'''Hearthstone Amulet:''' 5+ FNP save. #* 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) #'''Molten Talisman:''' Any {{AOSKeyword|Alarith}} units within 6" that do not charge improve the Rend of their weapons by 1. #* Great to improve the effectiveness of your stone warriors and cowtains. #'''Magmic Hammer:''' 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. #* Adds more punch in case your don't need to buff any Alarith squads. </tab> </tabs> ===Great Nations=== your bog standard subfaction list. We have six, and these versions are heavily trimmed down, but decent. ====Syar==== *'''Gleaming Brightness:''' All your {{AOSKeyword|Syar}} units get 2 Aetherquartz reserves instead of 1. With how powerful these boosts are, you'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. These guys will make your aetherquartz last much longer, and feel more impactful. <s>The meth lab workers among the Lumineth, hence their larger stash</s>. 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. ====Iliatha==== *'''Unity in Purpose:''' Two Vanari units can use Aetherquartz in the same phase rather than one. If you're a sucker for good 'ole High Elf aesthetic, then this is your choice, or if you wanna go for quantity rather than quality, though you're still going to be fairly elite. ====Zaitrec==== *'''Lambent Mystics:''' 1+ to cast, dispel and unbind for all wizards. The magic choice. Took a hit after the Twinstones were nerfed, but still nice buff that plays to Lumineth's magical strength. ====Ymetrica==== *'''Mountain Realm:''' Ignore up to -2 Rend for units in Mountain Stance, instead of -1. Alarith Stoneguard become Battleline. 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 remains very focused on using the Alarith, tanking blows and shoving around enemies. ====Alumnia==== *'''Claim the Field:''' {{AOSKeyword|Alumnia Vanari}} models that are B2B with at least two other models in their unit count as 2 models each when contesting an objective. The objective secured nation. Paired with the criteria needed for Shining Company, Alumnia makes your Vanari Wardens go from 'formidable line holders' to 'try and take this, I dare you'. Pretty useful when you expect to go up against either big target armies like Sons of Behemat, or objective-capping powerhouses like Chaos Warriors. ====Helon==== *'''Gale of Killing Shafts:''' All {{AOSKeyword|Helon}} missile units can get +1 attacks to their missile weapons, but can only target enemy units within 6" of themselves. Hurakan Windchargers become Battleline. You pick this one if you REALLY want to piss your opponent off. Giving you ranged units extra shots will drive them to want to bash your face in with a hammer. It's also great if you want to go with a Hurakan themed army. ===Spell Lores=== *'''Power of Hysh:''' 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 Bladelords now that they FINALLY have Sunmetal on their, y'know, {{AOSKeyword|LITERAL SUNMETAL SWORDS}}. **'''Greater Power of Hysh:''' 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" of them. Pretty much there so you're not fretting about which unit you want to use Power of Hysh on. <tabs> <tab name="Lore of Hysh"> {{AOSKeyword|Teclis}}, {{AOSKeyword|Vanari}} and {{AOSKeyword|Scinari Wizards}} only. #'''Speed of Hysh:''' Casts on 5. Double the movement of a friendly unit within 18" of the caster. Amazing for sprinting onto objectives, stealing away an important enemy charge, or slinging some cavalry almost 30" across the board. #'''Solar Flare:''' Casts on 8. Pick a point on the battlefield within 10" of the caster. If there is an endless spell there, dispel it. If there is a unit there, roll a dice for each enemy model within the flare's point , Each +6 does 1 MW and until next hero phase -2 to enemy wizards cast, unbinds, and dispels. Very useful in mirror matches. #'''Overwhelming Heat:''' What used to be Zaitrec-exclusive is now up for grabs for all your non-temple wizards! Casts on 7. Pick an enemy unit within 24"; halve theor movement characteristic until your next hero phase, then roll a D6, inflicting D3 MW on them if you equal or beat their save characteristic. Downright VICIOUS against tanky armies like Nurgle or Bonereapers. Best used on Sentinels, as it gives them a decent tool to slow down potential flanking threats before you turn them into glowing pincushions. #'''Ethereal Blessing:''' Casts on 6. Give Ethereal to a friendly unit within 18". Remember that this also includes positive buffs like cover or drugs. Think before you cast. #'''Total Eclipse:''' Casts on 9. 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. Ossiarch Bonereaper players collectively shit themselves when you whip this bad boy out. #'''Protection of Hysh:''' Casts on 8. Give friendly units wholly within 9" of the caster 5+ FNP. Doesn't stack with Teclis' sadly. </tab> <tab name="Lore of the High Peaks"> {{AOSKeyword|Teclis}} and {{AOSKeyword|Alarith Wizards}} only. #'''Crippling Vertigo:''' Casts on 6. Pick an an enemy unit within 18" of the caster. Until your next hero phase, roll 2d6 each time the unit tries to make a normal move, pile in, or charge. If the roll is higher than the unit'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's signature spell. #'''Living Fissure:''' Casts on 7. Draw a line to a point 18" from the caster, on a 2+ deal D3 MWs to each unit that lines passes over. #'''Unbreakable Stoicism:''' Casts on 7. Choose a friendly {{AOSKeyword|Alarith Stoneguard}} unit wholly within 12". They now trigger mortal wounds on a 5+. Power of Hysh but for your rockaelves. Who needs magically-attuned sun-cured metal when you can just tell some dudes to swing their hammers harder?</tab> <tab name="Lore of the Winds"> {{AOSKeyword|Teclis}} and {{AOSKeyword|Hurakan Wizards}} only. #'''Freezing Squall:''' Casts on 5. An enemy unit within 12" is unable to run until your next Hero Phase. Annoying, though it may not matter much to certain armies. #'''Howling Gale:''' Casts on 7. An enemy unit within 12" 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. #'''Guiding Flurries:''' Casts on 7. One friendly Lumineth unit wholly within 12" of the wizard can pick between either adding 6" 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. #'''Calming Zephyr:''' Casts on 6. A friendly Lumineth unit wholly within 16" of the wizard heals d3 wounds and ignores battleshock for the turn. Pretty solid for support. #'''Burning Simoom:''' Casts on 6. Pick an enemy unit within 12" 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. An absolute doozie with Teclis. See that block of 60 Grotz? Now you don't--...I smell something burning... #'''Transporting Vortex:''' Casts on 8. One friendly Lumineth unit wholly within 12" can now immediately redeploy anywhere on the field so long as it's over 9" away from any enemy unit. You'll definitely be needing this for your more mundane forces, as your Hurakan units can easily skip around where needed. #* 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. </tab> <tab name="Endless Spells"> #'''Sanctum of Amyntok:''' 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 "Wholly within" range. #'''Hyshian Twinstones:''' 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" 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'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 <100 points left over, bring it. Always. #'''Rune of Petrification:''' 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 '''both''' the start and end of '''both players''' movement phases. That's 3d3 minimum if your opponent moves out of range on their first turn. If you get a double turn that's 5d3 ''if'' they can move out of range at the first opportunity. It's a good way of controlling enemy movement, but it'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. </tab> </tabs>
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