Allegiance Abilities:
Battle Traits:
[Battle Trait 1]: Adherents of Starlight units may retreat without suffering the usual penalties for doing so, provided they end the move 3” away from another enemy unit. (Penalties being that unit doesn’t have to end it further away from enemy units, can run and can still shoot in the shooting phase, although it still suffers from the obvious penalties of shooting in combat.)
[Battle Trait 2]: If in the preceding movement phase an Adherent of Starlight unit ran and moved further than their movement characteristic, that unit may gain +1 to wound with all its weapons for the for the rest of the turn. (ie a unit must run and actually move the additional distance gained rather than just doing it for the sake of it.)
Divine Intervention: It is not uncommon for the Adherents of Starlight to enter battle alongside the very beings they worship, and they fight all the harder in their presence.
1 in 4 Adherents of Starlight units may instead be Seraphon units, and said units gain the benefit of the Seraphon Battle Traits instead. In addition, when within 6” of any Seraphon units, Adherents of Starlight units gain +2 bravery.
Command Traits:
Traits of the Priestess - Astral Sisterhood only:
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Traits of the Warrior - Primeval Sisterhood only:
1: Impossible Swiftness: This warrior is blindingly fast, able to traverse the battle in an instant.
When running with this general, you may always treat the roll for how far you can move as a 6.
2: Cunning Strategist: A veteran of many conflicts, this general has learnt to read the ebb and flow of a battle like a map.
If this general is part of your army and on the battlefield at the start of your hero phase, roll a dice. On a 4+, you receive 1 extra command point.
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Artefacts of Power:
Artefacts of the Star-gods:
1: Oracular Scroll: Containing the carefully transcribed writings of what Star-god plaques have been recovered, the writings of the scroll are eerily accurate when interpreted correctly.
If the bearer is part of your army and on the battlefield at the start of your hero phase, roll a dice. On a 4+, you receive 1 extra command point.
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Astral Blessed Weapons:
1: Celestite Warblade: This powerful blade has been recovered from the site of a Star-god battle, and still contains a measure of its bearer’s cold ferocity.
Pick one of the bearer’s weapons. When attacking with that weapon, a hit roll of 6 generates two hits instead of one. Make a wound and save roll for each hit.
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Prayers:
1. Rite of Seeing: The Priestess casts her mind up to the cosmos to catch a glimpse of the strands of fate and where they lead.
At the start of your hero phase, friendly models that know this prayer can chant it. If they do, make a prayer roll by rolling a dice. On a 3+ the prayer is successful. If the prayer is successful, gain 1 command point. Once this prayer has been successfully chanted, it cannot be chanted again that hero phase.
2. Rite of Swiftness:
At the start of your hero phase, friendly models that know this prayer can chant it. If they do, make a prayer roll by rolling a dice. On a 3+ the prayer is successful. If the prayer is successful, pick 1 Adherents of Starlight unit wholly within 18” of the model chanting this prayer. Until the start of your next hero phase, add 3” to any run rolls the unit makes. Once this prayer has been chanted, it cannot be chanted again that hero phase.
3. Rite of Healing:
At the start of your hero phase, 1 friendly model that knows this prayer can chant it. If they do, make a prayer roll by rolling a dice. On a 4+ the prayer is successful. If the prayer is successful, pick 1 friendly Adherents of Starlight unit wholly within 18” of the model chanting this prayer. That unit may heal D3 wounds, or if no wounds are currently allocated to that unit, you may return models to that unit that have a combined wounds characteristic of D3 or less. Once this prayer has been successfully chanted, it cannot be chanted again that hero phase.
4. Rite of Invigoration:
At the start of your hero phase, 1 friendly model that knows this prayer can chant it. If they do, make a prayer roll by rolling a dice. On a 4+ the prayer is successful. If the prayer is successful, pick 1 Adherents of Starlight unit wholly within 18” of the unit chanting this prayer. Until your next hero phase, that unit may add 1 to the hit rolls for all its melee weapons. Once this prayer has been successfully chanted, it cannot be chanted again that hero phase.
5. Rite of Soaring:
At the start of your hero phase, 1 friendly model that knows this prayer can chant it. If they do, make a prayer roll by rolling a dice. On a 4+ the prayer is successful. If the prayer is successful, pick 1 Adherents of Starlight unit wholly within 18” of the model chanting this prayer. Until your next hero phase, that unit can fly. Once this prayer has been successfully chanted, it cannot be chanted again that hero phase.
6. Rite of Abjuration:
At the start of your hero phase, friendly models that know this prayer can chant it. If they do, make a prayer roll by rolling a dice. On a 3+ the prayer is successful. If the prayer is successful, until your next hero phase, that model may attempt to unbind one additional spell, and may attempt to dispel one additional endless spell. Once this prayer has been successfully chanted, it cannot be chanted again that hero phase.
Tribes:
Umbral Shadestalkers:
Abilities:
Stalkers of Ulgu: The Umbral Shadestalkers hail from the shadowy lands of Ulgu, where they have honed their skills in the jungles of the Coalesced Temple Cities.
Any Seraphon included in a Umbral Shadestalkers army must be Coalesced, and if the Malign Sorcery rules are being used for the battle, the Umbral Shadestalkers army must hail from Ulgu.
Stealthy Hunters: A lifetime of hunting in the dark jungles of Ulgu have made the Shadestalkers masters of remaining unseen.
Friendly Umbral Shadestalkers units cannot be attacked by enemy units over 12” away, and cannot be targeted by enemy abilities from over 12” away.
Command Ability:
Sudden Counter Ambush: The warriors of the Shadestalkers know well the telltale snapping twig and rustle of leaves that signify an enemy attempting to remain hidden, and are adept at dealing with these interlopers.
You can use this command ability when an enemy unit is set up within 18” of a Umbral Shadestalkers Hero with this command ability. If you do so, select an Umbral Shadestalkers unit within 12” of the Hero. That unit may shoot at the enemy unit as if it were the shooting phase, or attempt to charge at the enemy unit as if it were the charge phase.
Command Trait:
Artefact of Power:
Realmshaper Shard: Although it lacks the power to truly tame the lands around it, this shard of a Realmshaper core can still temporarily bind the landscape to the Astromatrix.
During your phase, you may pick 1 terrain feature within 18” of the bearer. Until your next hero phase, any Damned, Arcane, Inspiring and Mystical scenery rules for that terrain feature only apply to Adherents of Starlight and Seraphon units, while any Deadly and Sinister scenery rules for that terrain feature do not apply to Adherents of Starlight or Seraphon units.
Salamandrian Firehearts:
Abilities:
Warriors of Aqshy:
Any Seraphon included in a Salamandrian Firehearts army must be Coalesced, and if the Malign Sorcery rules are being used for the battle, the Salamandrian Firehearts army must hail from Aqshy.
Hardened Fighters: Forged amid the flames of battle, the Salamandrian Firehearts are tough and uncompromising warriors.
Roll a dice each time you allocate a wound or mortal wound to a friendly Salamandrian Firehearts unit. On a 6, that wound or mortal wound is negated. Salamandrian Firehearts Sisters of the Scale units negate them on a 5+ instead.
Command Ability:
Brutal Retaliation: Many a charging foe have found themselves on the receiving end of a counter attack with such strength worthy of the Fireheart’s namesake.
You may use this command ability in the enemy charge phase. If you do so, pick 1 friendly Salamandrian Firehearts unit that has just been successfully charged. That unit may immediately attack the charging unit will all its melee weapons.
Command Trait:
Disciplined Commander:
Roll a dice each time this general is used to issue a command to a friendly Salamandrian Firehearts unit. On a 4+, you receive 1 extra command point.
Artefact of Power:
Sunblood Warmace: Once wielded by one of the mightiest of the Star-gods, the primal rage within this weapon knows no bounds.
Pick one of the bearer’s weapons. When attacking with that weapon, a hit roll of 6 scores 2 hits on the target instead of 1. Make a wound and save roll for each hit. In addition, if the wound roll for an attack made by that weapon is 6, that attack inflicts 1 mortal wound on the target in addition to any normal damage.
Primordial Beastravagers:
Abilities:
Lurkers of Ghur: The Primordial Beastravagers have embraced the savagery of the Coalesced, and put their skills to deadly use stalking the wildlands of Ghur.
Any Seraphon included in a Primordial Beastravagers army must be Coalesced, and if the Malign Sorcery rules are being used for the battle, the Primordial Beastravagers army must hail from Ghur.
Primal Ferocity: Out of all the Adherents of Starlight, the Primordial Beastravagers most embody the savagery of the Star-gods, falling upon their foes in a frenzy of attacks.
Add 1 to the attacks characteristic for the melee weapons of friendly Primordial Beastravagers units that made a charge move in the same turn.
Command Ability:
[rip and tear]:
You can use this command ability in the combat phase. If you do so, pick 1 friendly Primordial Beastravagers wholly within 12” of a Hero with this command ability. Until the end of the phase, improve the rend characteristic of that unit’s melee weapons by 1. A unit cannot benefit from this command ability more than once per phase.
Command Trait:
Touched by Ghur: The primordial energies of her home realm have infected this warrior, driving her to even greater acts of martial prowess.
This general can run in the movement phase and still charge in the charge phase.
Artefact of Power:
Blade of the Carnosaur: Crafted from the tooth of a Carnosaur, this weapon allows the bearer to gain a measure of the mighty beast’s power, at the cost of them succumbing to the creature’s savagery.
Pick one of the bearer’s melee weapons. At the start of the combat phase, you may choose to add 1 to the hit and wound rolls for that weapon for the duration of the phase. If you do so, you must subtract 1 from any save rolls the bearer makes for the duration of the phase.
Startouched Devotees:
Abilities:
Devout of Hysh:
Any Seraphon included in a Startouched Devotees army must be Starborne, and if the Malign Sorcery rules are being used for the battle, the Startouched Devotees army must hail from Shyish.
Fervent Adoration: The Startouched Devotees revere the Star-gods more than any other tribe, and are driven to acts of unbelievable heroism when blessed with their presence.
If a friendly unit of Startouched Devotees are within 6” of any friendly Seraphon units, they do not have to take battleshock tests. In addition, Startouched Devotees units gain +2 to their bravery characteristic if they are within 12” of a Seraphon unit, rather than 6”.
Command Ability:
Command Trait:
Artefact of Power:
Amaranthine Realmscourers:
Abilities:
Roamers of Shyish: Following the path of the Starborne, the Amaranthine Realmscourers now scour the lands of Shyish, looking for the various celestial artefacts unearthed by the Necroquake.
Any Seraphon included in a Amaranthine Realmscourers army must be Starborne, and if the Malign Sorcery rules are being used for the battle, the Amaranthine Realmscourers army must hail from Shyish.
Mystic Wards: The various celestial trinkets and talismans the Amaranthine Realmscourers collect serve to protect them from fell spirits and other threats.
Enemy units that can fly cannot pass over Amaranthine Realmscourers units.
Command Ability:
Command Trait:
Artefact of Power:
Sigmarite Spelltrap: Carefully recovered from the wreckage of a ruined Stormvault, this device can entrap all dangerous magics in its vicinity.
Once per battle, in the hero phase, the bearer may dispel all endless spells within 24” that are not bound.
Esoteric Runeseekers:
Abilities:
Questers of Chamon: Venerating deeply the Starborne’s mastery of magic, the Esoteric Runeseekers aim to purge Chamon of all who would use the arcane for ill.
Any Seraphon included in a Esoteric Runeseekers army must be Starborne, and if the Malign Sorcery rules are being used for the battle, the Esoteric Runeseekers army must hail from Chamon.
Runic Empowerment: The mystic runes that the Esoteric Runeseekers tattoo onto themselves awaken in the presence of magic, granting them a measure of additional protection.
If a spell is successfully cast within 12” of a friendly Esoteric Runeseekers unit, your opponent must subtract 1 from the hit rolls of any ranged weapons that target that unit.
Command Ability:
Command Trait:
Artefact: