Thunderquake is currently very limited by its need to remained tightly grouped to maintain its buffs. It is probably the most durably and damaging of our battalions over the course of the game, but it offers very little in terms of board control and objective reach. I also think the current method for Savage or Swift being declared in the players first combat phase helps to keep the army from being too strong on a turn 2 double turn. Essentially, Shadowstrike and Thunderquake feel balanced in terms of how much the cost, their tax, and the tools they add.
fair but i want to make it so you can run just behemoths if you wan't to and so need to spread the love and your intire army having reroll everything and healing is a bit much
ok and now for new ones i will need help on these sotecks star host: requirements 1 trogladon 0-3 of either skink priest or starpriest 2-8 skinks 0-4 chameleon skinks 1-3 kroxigor memory of the jungle: a 12" around the trogladon counts as cover for the battalion as phantom trees are called into being memory of zealots: skinks gain 2" range to there melee weapons as there weapons change to halberds and there crests change to bright red pack hunter star host requirements 2-8 of either of the following razordon salamanders maby a hero im running out of options lets go with the star seer because of his history with salamanders. memory of the hunt: units can run or retreat and still shoot amd gaine -1 to be hit in the shooting phase
to put it all in one place and make it easier to edit im putting the rules posts in three posts it goes rules heroes and units have fun alliance abilities thanks to canas and lizardwizard for problem shooting and many ideas Masters of Order: SLANN WIZARDS in a SERAPHON army can attempt to unbind enemy spells and dispel endless spells that are cast anywhere on the battlefield, rather than being limited by the usual 30" range. Contemplations of the Ancient One: 1 friendly SLANN WIZARD can swap their Seraphon Lore spell with another. Lords of Space and Time: Once per turn, in your hero phase, you can pick one of your SERAPHON units anywhere on the battlefield to be transported through space and time. If you do so, remove the unit from the battle field and set up again anywhere more than 9" from any enemy unit (This counts as the unit's movement for the next movement phase). Celestial Conjuration any general can summon units inside of 12" if they have the points needed . points are generated thru the following methods geomantic lay lines when ever a serephon wizard is within 6" of a objective he generates 1 summon point slann generate 3 Meeting of minds when a wizard is within 8" of another hero they generate 1 summon point for each hero within range slann generate you can spend the same amount as a min unit to raise a egsisting unit to the next unit cap so a unit of 10 would become a unit of 20 but if the unit has already lost models it only icreses it to the next cap so 3 to 10 not 13. summoning table Seraphon unit --- Cost 1 Dread Saurian - 40 points 1 Bastiladon --- 24 1 Saurus Old-Blood on Carnosaur --- 24 1 Saurus Scar-Veteran on Carnosaur --- 24 1 Stegadon --- 18 1 Engine of the Gods --- 18 3 Kroxigor --- 18 1 Saurus Astrolith Banner --- 18 30 Saurus Warriors --- 18 1 Skink Starseer --- 18 1 Troglodon --- 18 30 Skinks --- 18 3 Razordon --- 18 3 Salamander --- 18 5 Chameleon Skinks --- 12 3 Ripperdactyls --- 12 1 Saurus Eternity Warden --- 12 5 Saurus Guard --- 12 5 Saurus Knights --- 12 1 Saurus Oldblood --- 12 1 Saurus Scar-Veteran on Cold One --- 12 1 Saurus Sunblood --- 12 20 Saurus Warriors --- 12 1 Skink Priest --- 12 1 Skink Starpriest --- 12 3 Terradon Riders --- 12 20 Skinks --- 12 2 Razordons --- 12 2 Salamanders --- 12 10 Saurus Warriors --- 6 10 Skinks --- 6 1 Razordon --- 6 1 Salamander --- 6 Made of star stuff reduse all rend by 1 for units targeting serephon units in this army mount traits with thanks to lizard for ideas and canas for problem shooting General traits Jungle hunter treat all terrain as if the behemoth had flight Made of Sunlight heal d3 in your hero phase Blood on the wind +2 to charge roles Carnasaur traits Dread terror you blood roar comes into effect even if the unit is immune to battle shock tests Clever girl you only need one hit with your claws to gain +2 to bit hits with bights Savage furry attacks made by the mount on a hit roll of 6 gain rend -3 Bastiladon traits tuff beyond reason your mortal wound protection becomes 3+ Tranquil if the bastiladon doesn't move in the movement phase gain +1 to hit rolls Sharp hide attacks that hit a bastiladon but fail the wound roll deal mortals to the attacking unit stegadon Traits Bred for war pick a melee weapon add 1 to the damage Calming presence +2 bravery to all friendly units within 8" Hardened frill: reroll failed save rolls in the shooting phase Trogladon traits Flashing sail: the troglodons sail catches the light, distracting casters. Enemy casters have -1 on casting attempts chosen of the stars +1 to casting and unbinding costic blood every time you take a wound roll a die on a 3+ deal a mortal wound to a unit within 3" Engeon of the gods traits Wait wait i got this add or subtract 1 from cosmic engine rolls Hardened frill: reroll failed save rolls in the shooting phase Bred for war pick a melee weapon add 1 to the damage Command Traits Slann Command Trait Arcane Might: Re-roll one casting and unbinding or dispelling roll each hero phase. A modest trait, and the most "generic" of the three. Vast Intellect: The general can use the from the heavens and Summon Starlight spells from the Skink Starseer and Skink Starpriest warscrolls. Great Rememberer: as long as the general is still alive, you can use the Lords of Space and Time battle trait twice in each of your hero phases rather than only once. Saurus Command Trait Disciplined Fury: Re-roll wound rolls of 1 for attacks made by serephon units within 12" Thickly Scaled Hide: increase rend resistance by one for him and seraphon units within 3" Mighty War Leader: If your general is on the battlefield at the start of your hero phase, roll a d6. On a roll of 4+ you receive an extra command point. Skink Command Trait Master of Star Rituals: priests can re-roll prayers wizards can use one Nimble: Add +1 to the general's Move characteristic. Add +1 to its save finder of ways: no summoning or teleport debuff you only get one but no down side! Seraphon Spell Lore thanks to canas for ideas Celestial Apotheosis CV5, 1 visible friendly unit wholly within 18" heals d3 wounds, and can bring back models Claws of Glory CV6, 1 visible friendly unit wholly within 18" can re-roll wound rolls of 1 until your next hero phase. Walk Between Realms CV6, 1 visible friendly unit wholly within 18" can fly until your next hero phase. Meteoric Convocation CV7, pick 1 visible enemy unit within 24". Roll 8 dice, for each 5+ they take 1 mortal wound. if they take 4 or more wounds this way half there movement until your next hero phase Mystical Unforging CV8, pick 1 visible enemy Hero with an artifact of power within 12". They take D3 mortal wounds and on casting roll of 10 their artefact no longer has any effect. Stellar Tempest CV8, pick 1 visible enemy unit within 24". Roll a dice for every model in the unit, for each 5+ they take 1 mortal wound. prayers Every PRIEST with the SEREPHON key word in a SEREPHON army gains an additional prayer which can be used in addition to their other abilities in the hero phase and comes into effect on a 4+ with thanks to lizard wizard and canas for trouble shooting Marshal Prowes: re-roll charge rolls Memory of Legion: pick a unit that has a base unit size of 5 or more within 8" add d3 models to that unit. Comets Tail : target within 18" suffers -1 to save rolls Dragon Terror: target within 12" must move 5" away from the priest Flurry of Blows: add 1 to a units weapon profile within 8 Chains of Time: target within 18" halves all charge rolls Artifacts Sacred Plaques (Slann only) Cupped Hands of the Old Ones: grants accompanying units within 3" a 5+ shrug against ranged attacks. Plaque of Dominion: (could be reworked into a casting bonus) can do +1 to cast and unbinds Plaque of Tepok: a slann holding this artifact knows the following spell Ruination of cities: cv8 pick a terrain piece withing 16" all units within 3" take d3 mortal wounds and the terrain piece is removed Magic Weapons: Blade of Revered Tzunki: damage done with this weapon are mortal wounds Scimitar of the Sun Resplendent: +2 attacks Staff of the Lost Sun: 3 ranged attacks at 3/4/-/1 Piranha Blade: unsaved wounds deal twice as much damage Blade of Realities: make weapon rend -3 Dagger of Sotek: (skink only) natural wound rolls of 6 remove a non hero or behemoth model Sword of the Hornet: user strikes first Burning Blade of Chotec: rend becomes -2 and if a unit takes damage from this attack it can not heal until your next hero phase Magic Armour Sacred Stegadon Helm: (skink only) units within 6" have the following on a battle shock roll of 1 return d3 models Shield of the Mirrored Pool: deflects back mortal wounds on a 4+ Maiming Shield: +1 attack to bites and shields to units within 3" Enchanted Items Gleaming Pendant of Chotec: (one use only) enemy units in base contact strike last in combat phase Blood Statuette of Spite: you can make a choise to make 1 spell a turn immune to unbind attempts if you do the wizard takes a d3 mortal wounds this damage can't be shrugged Charm of the Jaguar Warrior:increased movement by 3" Curse-Charm of Tepok: (one use only) forces opposing spellcaster to reroll a spell cast roll Bane Head: inflict twice as much damage. wow this is strong how to balance this ok it can only be equipped by foot heroes there you go canas your heroes can kill stuff Dragonfly of Quicksilver: no they alredy removed this from age of sigmar we are not putting it back in. Venom of the Firefly Frog: if a unit takes damage from this weapon reduse there save by 1 for the rest of the combat phase Arcane Items: Rod of the Storm: arcane bolt does d3 mortals and d6 on a 10 to cast. Cube of Darkness: this is a stormcast void scroll Diadem of Power: +1 spell cast a turn Talismans: Amulet of Itzl: (one use only) 2+ shrug for one weapon profile attack Aura of Quetzl: increase natural shrug by 1 Glyph Necklace: 5+ shrug Magic Banners: Totem of Prophecy: causes fear Sun Standard of Chotec: Ranged attacks at user suffer -1 to hit. this works Huanchi's Blessed Totem: move 1d6" during the hero phase. Jaguar Standard: additional 2" to pile ins these can be taken insted of artifacts and unless otherwise stated can be given to any hero or monster Blessed Spawning of Tzunki: this unit attacks first in the combat phase Blessed Spawning of Sotek: (Can be taken by SKINKS) +1 attack on the charge Blessed Spawning of Quetzl: +1 to save roles Blessed Spawning of Tlazcotl: units within 3 are immune to battle shock Blessed Spawning of Chotec: this unit can make an imediet pile in and attack if a unit in melee with it tries to withdraw Blessed Spawning of Huanchi: May move through terrain and units as if open ground, suffering no penalties for movement. Blessed Spawning of Tepok: +1 to dispel rolls Blessed Mark of the Old Ones: (character only, can be taken by SKINKS) may re-roll d3 single d6s per game, cannot be used to generate further re-rolls. and a few i made my self sorry no names yet saurus resplendent banner ad 2" to to all ranged effects granted by abilities such as command abilities or auras +1 to hit every time a command point is spent roll a dice on a 5+ you get it back slann reroll 1 cast attempt per turn if this unit would be killed by an attack roll a dice on a 5+ it teleports away with 1 health remaining this unit is ethereal skink this unit activates at the start of combat gain the use of the chameleons ambush ability units within 3 of this modle bring back a model at the start of your hero phase
Skink Starseer cost 220 with thanks to lizard for the spell Move 7 Bravery 10 Wounds 5 Save 4+ Astromancers staff - melee 1 2" 4/4/-1/d3 special rules: fly Abilities: Seer of fates 4+ shrug it has been foreseen if your opponent deep strikes or teleports a unit you may immediately spend a command point and teleport a unit in response remaining out side of 9" this teleport resolves after the one it is responding to. Skink of power the starseer produces 2 summon points instead of 1 from Lay lines and meeting of minds Magic the skink starseer is a wizard and can cast and unbind 2 spells each round. it knows the arcain bolt, mystic shield, and the from the heavens spells. From the heavens CV:5 from the heavens calls down troops within 12" of the seer from following chart spell roll of 5-6 10 skinks unmodified spell roll of 7-9 choose of 10 skinks or 1 salamander/razordon and handlers unmodified spell roll of 10-11 chose of 10 skinks, 1 salamander/razordon and handlers, or 3 kroxigor unmodified spell roll of 12 any two of the above mentioned units Key words ORDER, DAEMON, CELESTIAL, SERAPHON, SKINK, HERO, WIZARD, PRIEST, SKINK STARSEER skink Priest cost 80 move 8 bravery 10 wounds 4 save 5+ starbolt - Missile 3 18" 3/3/-1/1 star-stone staff 3 1" 3/3/-1/1 Abilities wary fighter: when it is this unit's turn to pile in it can withdraw. move up to 8" so that the unit ends up out side of 3" of any enemy unit Priestly Trappings:a skink priest with this ability affects all seraphon units from your army within 8" when it uses Celestial rites Celestial rites: in your hero phase you can roll a dice on a 4+ pick a seraphon unit within 8" that unit can reroll run charge and save rolls until your next hero phase. star touched: 6+ shrug Keywords ORDER, DAEMON, CELESTIAL, SERAPHON, SKINK, HERO, PRIEST skink starpriest cost 100 move 8 bravery 10 wounds 4 save 5+ star stone dagger - melee 3 1" 3/3/-1/1 abilities wary fighter: when it is this unit's turn to pile in it can withdraw. move up to 8" so that the unit ends up out side of 3" of any enemy unit serpent staff: in your hero phase pick a seraphon unit from your army within 8" until your next hero phase that unit rolls a 6 to wound with its jaws or bight attacks double the damage. star touched 6+ shrug Magic:this unit can cast a spell in each of your hero phases and unbind a spell in each of your opponents hero phases. a skink priest knows the arcane bolt ,mystic shield and the summon starlight spells keywords ORDER, DAEMON, CELESTIAL, SERAPHON, SKINK, HERO, WIZARD Trogladon priest 200 Move * bravery 10 wounds 12 save 4+ noxious Spittle - missle 2 *" 3/3/-1/2 Venomous Bite - Melee 6 2" 4/*/-1/2 Clawed Forelimbs -melee 2 2" 4/4/-/2 starbolt - Missile 3 18" 3/3/-1/1 star-stone staff 3 1" 3/3/-1/1 Wounds Move Noxious Venomous 0-2 12" 18" 2+ 3-4 11" 15" 3+ 5-7 10" 12" 3+ 8-9 9" 9" 4+ 10+ 8" 6" 5+ Abilities Priestly Trappings:a skink priest with this ability affects all seraphon units from your army within 8" when it uses Celestial rites Celestial rites: in your hero phase you can roll a dice on a 4+ pick a seraphon unit within 8" that unit can reroll run charge and save rolls until your next hero phase. star touched: 6+ shrug caustic spit: if either noxious Spittle or Venomous Bite manage to do damage the unit struck takes 1 mortal wound during their hero phase for the rest of the game this can not stack. key words ORDER, DAEMON, CELESTIAL, SERAPHON, SKINK, HERO, PRIEST, MONSTER,TROGLADON Trogladon starpriest 220 Move * bravery 10 wounds 12 save 4+ noxious Spittle - missle 2 *" 3/3/-1/2 Venomous Bite - Melee 6 2" 4/*/-1/2 Clawed Forelimbs -melee 2 2" 4/4/-/2 star stone dagger - melee 3 1" 3/3/-1/1 Wounds Move Noxious Venomous 0-2 12" 18" 2+ 3-4 11" 15" 3+ 5-7 10" 12" 3+ 8-9 9" 9" 4+ 10+ 8" 6" 5+ Abilities ether serpent staff: in your hero phase pick a seraphon unit from your army within 8" until your next hero phase that unit rolls a 6 to wound with its jaws or bight attacks double the damage. star touched 6+ shrug Magic:this unit can cast a spell in each of your hero phases and unbind a spell in each of your opponents hero phases. a skink priest knows the arcane bolt ,mystic shield and the summon starlight spells caustic spit: if either noxious Spittle or Venomous Bite manage to do damage the unit struck tackes 1 mortal wound during their hero phaze for the rest of the game this can not stack. key words ORDER, DAEMON, CELESTIAL, SERAPHON, SKINK, HERO, WIZARD, TROGLADON, MONSTER slann 280 Move 7" Bravery 10 wounds 7 save 4+ Azure Lightning 6 3" 4/3/-1/1 fly:a slan starmaster can fly abilities Celestial Configuration: If your army includes any Slann Starmasters, roll a dice after set-up is complete and consult the table below to see which constellation is in the ascendant, and how it affects your army. This effect lasts as long as you have a Slann Starmaster on the battlefield, or until a new constellation comes into effect. Roll Ascendant Constellation 1-2 The Hunter’s Steed: The image of a galloping war-beast blazes bright in the sky. Add 1 to run and charge rolls for Seraphon units in your army while this constellation is ascendant. 3-4 The Sage’s Staff: This constellation is held as a mythical portent of wisdom and magic – while it is ascendant, add 1 to casting rolls when Seraphon Wizards in your army attempt to cast spells. 5-6 The Great Drake: The vast form of Dracothion himself writhes in the firmament. You can re-roll hit rolls of 1 for Seraphon units in your army while this constellation at the start of your hero phase one slann can attempt to change the constellations give up a spell and and reroll to determine what constellation is in ascendance. Arcane Vassal: Before a Slann Starmaster attempts to cast a spell, you can pick a vassal to channel it; this can be a Skink Hero or Troglodon from your army that is within 15". If the spell is successfully cast, measure the range and visibility from the vassal rather than the Slann Starmaster. Guarded by magic: the slann gains a 6+ shrug. if he manages to cast a spell without it being unbound this increases by 1 for every spell cast to a maximum of 4+ this resets at the start of your hero phase master of the web: +1 to cast and unbinds when within 6" of an objective command ability Gift from the Heavens: If a Slann Starmaster uses this ability, Seraphon units from your army that are within 10" of him are wrapped in a mantle of Azyrite energy, allowing them to disregard the natural laws that govern the Mortal Realms. Until your next hero phase, those units can fly and you can re-roll failed save rolls for them in the shooting phase. magic A Slann Starmaster is a wizard. It can attempt to cast three different spells in each of your own hero phases, and attempt to unbind three spells in each enemy hero phase. A Slann Starmaster knows the Arcane Bolt, Mystic Shield and makers hand. Makers Hand CV8 pick up to d3 units within 12" they get + 1 to hit rolls keywords ORDER, CELESTIAL, SERAPHON, SLANN, HERO, WIZARD, SLANN STARMASTER Saurus Oldblood 120 Move 5" bravery 10 wounds 7 save 4+ Suntooth maul 3 attacks 1" 3/3/-1/d3 celestite war-blade 5 attacks 1" 3/3/-1/1 celestite war-spear 5 attacks 2" 4/3/-1/1 celestite Great-blade 3 attacks 1" 3/3/-1/2 Fearsome jaws and shield 2 attacks 1" 3/3/-/1 Abiliyies Star drake shield: 6+ shrug Wrath of the Seraphon: In the heat of battle, an Oldblood’s cold fury radiates outward and drives its lesser kin into a rage of their own. You can re-roll wound rolls of 1 for Saurus models within 5" of an Oldblood. command abilities Paragon of Order: The Saurus Oldblood gives an unspoken command, causing its warriors to snap into a new formation. If a Saurus Oldblood uses this ability, each Seraphon unit from your army within 10" can immediately move up to 3" so long as it does not end this move within 3" of the enemy. keywords ORDER, DAEMON, CELESTIAL, SERAPHON, SAURUS, HERO, SAURUS OLDBLOOD Skink storm priest 160 Move 14" bravery 10 wounds 6 save 4+ Skyblade 3 1" 3/3/-1/1 Terradon's Beak 4 1" 4/4/-/1 fly abilities star touched +6 shrug skyblade; reroll hit rolls against flying targets eye of the storm: in your hero phase roll a dice for every enemy unit within 10" if they have fly 2+ halves movement if not 5+ command ability born from the sky: seraphon units within 6" that can fly gain 1 to attack stat Key words: ORDER, DAEMON, CELESTIAL, SERAPHON, SKINK, TERRADON, PRIEST Eternity warden 120 move 5 bravery 10 wounds 7 save 3+ star-stone mace 4 1" 3/3/-1/2 fearsome Jaws 2 1" 4/4/-/1 selfless protector if a hero within 2" would take damage this unit can take it instead if he does he can make a free pile in and attack once per attacking unit. star touched 6+ shrug Alpha Warden: Saurus Guard make an additional attack with their Celestite Polearms while their unit is within 5" of any Saurus Eternity Wardens from your army. keywoods ORDER, DAEMON, CELESTIAL, SERAPHON, SAURUS, HERO, SAURUS ETERNITY WARDEN sun blood 120 move 6 bravery 10 wounds 7 save 4+ war-mace 6 1" 3/3/-1/1 Jaws and shield 2 1" 3/3/-/1 abilities Aeon Shield 5+ shrug Ferocious Rage: A Sunblood in full battle-rage is the true embodiment of the seraphon’s savage fury. If the hit roll for one of this model’s attacks is 6 or higher, make D3 wound rolls rather than 1. If the wound roll for one of this model’s attacks is 6 or higher, it causes D3 Damage rather than 1. command scent of weakness Scent of Weakness: The Saurus Sunblood raises its war-mace, points it at an enemy and gives a predatory roar. If the Saurus Sunblood uses this ability, pick an enemy unit within 15" – until your next hero phase, re-roll failed hit rolls for attacks made in the combat phase against that unit by any of your Saurus models. key words ORDER, DAEMON, CELESTIAL, SERAPHON, SAURUS, HERO, SAURUS SUNBLOOD Astrolith Bearer 160 move 5" bravery 10 wounds 7 just like all the other saurus heroes save 4+ war-pick 3 1" 3/3/-1/1 fearsome jaws 2 1" 4/4/-/1 Celestial Conduit: ad 1 to the result of the casting and unbind rolls for all Seraphon Wizards within 12" If the spell is cast, add 8" to its range. proud defiance you can re-roll hit rolls for seraphon units wholly within 12" keywords ORDER, DAEMON, CELESTIAL, SERAPHON, SAURUS, HERO, TOTEM, SAURUS ASTROLITH BEARER old blood on carnasaur 300 move* bravery 10 wounds 12 save 4+ sunbolt gauntlet 4 18" 4/3/-1/1 Sunstone spear 3 2" 3/3/-1/d3 clawed forelimbs * 2" 3/3/-/2 big ole chompers * 2" 3/3/-2/3 Damage table wounds 0-3 4-5 6-7 8-9 10+ move 12" 12" 10" 8" 6" claws 4 3 3 2 2 jaws 5 4 4 3 2 abilities Pinned Down: Carnosaurs tackle large prey by pinning them in place before tearing into them with their massive jaws. If an enemy Monster is hit twice with the Carnosaur’s Clawed Forelimbs, you can add 2 to the result when rolling to hit that target with the Carnosaur’s Massive Jaws in the same turn. blood frenzy this model can run and charge in the same turn blood roar role a dice when a oponent makes a battle shock roll on a 2+a model fleese from that unit on a 5+ d3 models run hand of the gods 6+ shrug command ability Ancient Warlord: A Saurus Oldblood is a veteran of battles without number – an experienced leader who is as inspirational to its kin as it is terrifying to the enemy. If the Saurus Oldblood uses this ability, then until your next hero phase, whenever a Saurus Hero from your army within 20" attacks in the combat phase, pick one of its weapons and add 2 to its Attacks characteristic until the end of the phase. keywords ORDER, DAEMON, CELESTIAL, SERAPHON, CARNOSAUR, SAURUS, MONSTER, HERO, SAURUS OLDBLOOD scar veteran on carnosaur 300 move* bravery 10 wounds 12 save 6+ celestite war-blade 5 attacks 1" 3/3/-1/1 celestite war-spear 5 attacks 2" 4/3/-1/1 celestite Great-blade 3 attacks 1" 3/3/-1/2 Fearsome jaws and shield 2 attacks 1" 3/3/-/1 clawed forelimbs * 2" 3/3/-/2 big ole chompers * 2" 3/3/-2/3 Damage table wounds 0-3 4-5 6-7 8-9 10+ move 12" 12" 10" 8" 6" claws 4 3 3 2 2 jaws 5 4 4 3 2 Pinned Down: Carnosaurs tackle large prey by pinning them in place before tearing into them with their massive jaws. If an enemy Monster is hit twice with the Carnosaur’s Clawed Forelimbs, you can add 2 to the result when rolling to hit that target with the Carnosaur’s Massive Jaws in the same turn. blood frenzy this model can run and charge in the same turn blood roar role a dice when a oponent makes a battle shock roll on a 2+a model fleese from that unit on a 5+ d3 models run aeon shield 5+ shrug command ability Saurian Savagery: The Scar-Veteran looses an ear-splitting roar that drives nearby saurus into a frenzy. If the Saurus ScarVeteran on Carnosaur uses this ability, pick a Saurus unit within 15". Until your next hero phase, whenever you roll a hit roll of 6 or more for a model in that unit, that model can immediately make one additional attack using the same weapon. keywords ORDER, DAEMON, CELESTIAL, SERAPHON, CARNOSAUR, SAURUS, MONSTER, HERO, SAURUS SCAR-VETERAN
Kroxigor 200 for 3 max 12 Move 8" bravery 10 wounds 4 save 4+ a kroxigor can be armed with either a drake maul or a moon hammer Drake bight maul 4 2" 4/3/-2/2 moon Hammer 4 2" 3/3/-/2 Vise like jaws 1 1" 3/*/*/* abilities Energy Transference: When skinks are nearby, Kroxigor are energised by the nimbus of light that plays around the diminutive creatures. You can re-roll wound rolls of 1 for Kroxigor that are within 3" of any Skinks. sweeping blows: when a Kroxigor attacks with a moon hammer raise it's attack stat by 1 for every 10 models in the target unit vise like jaws: this attack does not make a wound role if it hits deal d3 mortals keywords ORDER, DAEMON, CELESTIAL, SERAPHON, KROXIGOR skinks 70 for 10 max 250 for 40 move 8" bravery 10 wounds 1 save 6+ Meteoric javelin -missile 2 10" 5/4/-/1 boltspitter - missile 2 16" 5/5/-/1 Meteoric javelin - melee 1 5/4/-/1 boltspitter - melee 1 5/5/-/1 moonstone club - melee 2 1" 4/4/-/1 alpha The leader of this unit is the Alpha. An Alpha makes 2 attacks rather than 1 in the combat phase Celestial Cohort: A large group of skinks fighting in unison is a terrifying foe, becoming deadlier as celestial energy coruscates between them. Add 1 to hit rolls for this unit in the shooting phase if it has at least 20 models, or add 2 if it has at least 30 models. star-buckler 6+ shrug Wary Fighters: When it is this unit’s turn to pile in and attack, it can withdraw instead. Move each model in the unit up to 8", so that each one ends up at least 3" from the enemy. keywords ORDER, DAEMON, CELESTIAL, SERAPHON, SKINKS chameleon skinks 110 for 5 move 8" bravery 10 wounds 1 save 5+ dart pipe 2 16" 3/3/-/1 envenomed dart 1 1" 5/4/-/1 Chameleon Ambush: Instead of setting up this unit on the battlefield, you can place it to one side and say that it is in hiding. In any of your movement phases, you can reveal a unit that is in hiding by setting it up anywhere on the battlefield. Disappear from Sight: In your hero phase, this unit can blend with its surroundings and go into hiding. If it does so, remove it from the battlefield. You can reveal it as described above in any subsequent turn. Perfect Mimicry: If all models in this unit are within or on a terrain feature, their Save characteristic is 3+ rather than 6+. This includes the bonus for being in cover star-venom on a hit roll of 6 deal a mortal in addition to standerd attack keywords ORDER, DAEMON, CELESTIAL, SERAPHON, SKINK, CHAMELEON SKINKS razordons/handlers 50 for 1/1 max 150 for 3/3 move 8" bravery 10 wounds 3/1 save 4+ Volley of Spikes 2d6 12" 3/4/-/1 Fierce Bite and Spiked Tail 3 1" 4/3/-/1 Goad spears 1 2" 5/5/-/1 abilities Piercing Barbs: If a Razordon shoots a Volley of Spikes at a target within 6", it has a Rend characteristic of -1 rather than ‘-’. Instinctive Defence: Once per turn, if an enemy unit ends a charge move within 3" of this unit, roll a dice. If the result is 4 or higher, the Razordons immediately attack the charging unit with their Volleys of Spikes. Goaded to Anger: You can re-roll all hit rolls of 1 for a Razordon in the shooting phase aim for the eyes a hit roll of 6+ with goad spears wounds automatically keywords ORDER, DAEMON, CELESTIAL, SERAPHON, RAZORDONS, SKINKS Salamanders/handlers 50 for 1/1 max 150 for 3/3 move 8" brevery 10 wounds 3/1 save 5+ stream of fire 2 14" 3/3/-2/d3+1 corrosive bite 3 1" 3/3/-1/1 Goad spears 1 2" 5/5/-/1 aim for the eyes a hit roll of 6+ with goad spears wounds automatically IT BURNS! deal a mortal in addition to normal attacks on a 6 to hit keywords ORDER, DAEMON, CELESTIAL, SERAPHON, SALAMANDERS, SKINKS Terradons 120 for 3 max 12 move 14" bravery 10 wounds 3 saves 5+ Sunleech Bolas 1 10" 3/4/-1/1 Terradon's Beak 4 1" 4/4/-/1 unit leader gains +1 attack with bolas fly Deadly Cargo: Terradons carry heavy boulders hewn from meteoric rock and carved with sigils of destruction, ready to be dropped at a command from their riders. the unit can drop its boulders onto an enemy unit it moves over during the movement phase. Roll a dice for each Terradon in this unit; for each result of 4 or more, the enemy unit is struck by an exploding boulder and suffers 1 mortal wounds. Sunleech Bolas: If an attack made with a Sunleech Bolas scores a hit, the projectile bursts and spreads flames among the foe. Roll a dice and make that many wound rolls. Swooping Dive: during your combat phase you can re-roll failed hit and wound rolls for this unit as the enemy reels from the sudden assault. Until your next hero phase, measure range and visibility for models in this unit as though they were on the ground. keywords ORDER, DAEMON, CELESTIAL, SERAPHON, SKINK, TERRADON RIDERS Saurus warriors 120 for 10 max 320 for 30 move 5" bravery 10 wounds 1 save 4+ club 2 1" 4/3/-1/1 spear 2 2" 4/4/-1/1 Jaws and shield 1 2" 4/4/-/1 alpha The leader of this unit is the Alpha Guardian. An Alpha Guardian makes 3 attacks rather than 2 with its Celestite Polearm. icon this unit can pile in 4" instead of 3" shield 6+ shrug WARDRUM Models in this unit may carry wardrums. A unit that includes any wardrums can march in its movement phase. When it does so, it doubles its Move characteristic but cannot run or charge in the same turn. keywords ORDER, DAEMON, CELESTIAL, SERAPHON, SAURUS, SAURUS WARRIORS Saurus knights 100 for 5 max 20 move 7 bravery 10 wounds 3 save 4+ Lance 1 "1 4/3/-1/1 Jaws and shield 2 1" 4/4/-/1 vicious bite 2 1" 3/4/-/1 alpha The leader of this unit is the Alpha Guardian. An Alpha Guardian makes 3 attacks rather than 2 with its Celestite Polearm. icon this unit can pile in 4" instead of 3" shield 6+ shrug WARDRUM Models in this unit may carry wardrums. A unit that includes any wardrums can march in its movement phase. When it does so, it doubles its Move characteristic but cannot run or charge in the same turn. Blazing Lances: As Saurus Knights charge, their lances burst into flame. If the hit roll for a Celestite Lance is 6 or higher and the model charged in the same turn, the attack inflicts an additional mortal wound. keywords ORDER, DAEMON, CELESTIAL, SERAPHON, SAURUS, SAURUS KNIGHTS Saurus gaurd 90 for 5 max 20 move 5" bravery 10 wounds 2 save 3+ pole-arm 2 1" 3/3/-1/1 Jaws and shield 2 1" 4/4/-/1 alpha The leader of this unit is the Alpha Guardian. An Alpha Guardian makes 3 attacks rather than 2 with its Celestite Polearm. icon this unit can pile in 4" instead of 3" shield 6+ shrug WARDRUM Models in this unit may carry wardrums. A unit that includes any wardrums can march in its movement phase. When it does so, it doubles its Move characteristic but cannot run or charge in the same turn. sworn guardians: Subtract 1 from hit rolls for attacks made with missile weapons that target this unit. In addition, if another friendly unit wholly within 6" of this unit is targeted by an enemy model’s missile weapon, that friendly unit receives the benefit of cover if the attacking model is closer to this unit than it is to the target unit. (thanks ChapterAquila92 for the ability idea) keywords ORDER, DAEMON, CELESTIAL, SERAPHON, SAURUS, SAURUS GUARD stegadon 240 move* bravery 10 wounds 12 save 4+ Javelins 4 10" 4/4/-/1 sky-streak bow long range 3 30" 4/3/-1/2 sky-streak bow short range 5 16" 4/3/-2/2 Sunfire Throwers * 8" 3/3/-/1 Massive Horns 3 2" 3/3/*/2 crushing stomps * 1" 4/3/-1/1 wounds move massive crushing 0-2 8" -3 3d6 3-4 7" -2 3d6 5-6 6" -2 2d6 7-8 5" -1 2d6 9 4" -1 1d6 abilities Unstoppable Stampede: When a Stegadon attacks with its Crushing Stomps, add 1 to any wound rolls if it charged in the same turn. steadfast majesty: skinks within 5" are immune to battle shock Gout of Sunfire: The Sunfire Throwers mounted on some howdahs unleash a great roiling cloud of cosmic flame. When a Stegadon attacks with its Sunfire Throwers, select a target unit and make one attack against it for each of its models within range. Skink Alpha: If a Stegadon is ridden by a Skink Alpha, then in your hero phase the Alpha can give orders to a Skink unit within 8". If that unit is not within 3" of an enemy unit, you can immediately roll a dice and move each of its models up to that many inches. In addition, until your next hero phase, you can re-roll hit rolls of 1 for that unit. key words ORDER, DAEMON, CELESTIAL, SERAPHON, SKINK, MONSTER, STEGADON bastiladon 240 move 5" bravery 10 wounds 8 save 3+ searing beam 2d6 22" 3/3/-1/2 javelins 4 10" 4/4/-/1 bludgeoning tail 3 2" 3/3/-1/d3 Impervious Defense: When you make save rolls for a Bastiladon, ignore the attacker’s Rend characteristic. In addition, roll a dice whenever it suffers a mortal wound. On a result of 4 or higher, the wound is ignored. light of the heavens when targeting unit has 6 or more base health deal 3 damage instead of 2 sweeping blows when bludgeoning tail targets 1 wound models add 2 to the attack stat tide of snakes: the snakes never disipate you must have at least 1 target but for every missed snake add 1 to the tally 6-12 covered in scailed flesh: 8" around the bastiladon counts as cover for seraphon 13-24 Gods venom: jaws and shield attacks gain rend -1 25-36 rolling tide: units engaged in melee with an ark of soteck gets pushed back 4" at the end of there combat phase. if they can not they take d3 mortals as they are crushed under the weight of snakes 36+all of the above at any time you can spend 10 snake points to deal a d3 mortals to a unit keywords ORDER, DAEMON, CELESTIAL, SERAPHON, SKINK, MONSTER, BASTILADON engine of the gods 260 move* bravery 10 wounds 12 save 4+ javelins 4 10" 4/4/-/1 sharpened horns 4 2" 3/3/-1/2 crushing stomps * 1" 4/3/-1/1 wounds 0-2 3-4 5-6 7-8 9 move 8" 7" 6" 5" 4" crushing 3d6 3d6 2d6 2d6 1d6 cosmic 3 dice 3 dice 2 dice 2 dice 1 dice abilities Unstoppable Stampede: When an Engine of the Gods attacks with its Crushing Stomps, add 1 to any wound rolls if it charged in the same turn. steadfast majesty skinks within 5" are immune to battle shock Cosmic Engine: The Engine of the Gods is an ancient device, so powerful that it is capable of disrupting the natural laws of the universe. In your hero phase, roll a number of dice as shown on the Cosmic Engine column of the damage table above and consult the following table. If there is a Slann within 10", it can flex its will to better control the engine; roll one additional dice, then discard one of your choice before adding them together. 1-2 The Engine of the Gods shakes violently as the universe resists its pull. This model suffers D3 mortal wounds. 3-5 The great dial thrums furiously and a brilliant white light shines forth. The Engine of the Gods and any Seraphon units within 3" each heal D3 wounds. replenishes models if they are at full health 6-9 An enemy unit within 25" is hit with a bolt of azure energy that shoots from the engine, suffering D6 mortal wounds. 10-13 reroll wound rolls for all units intierly within 10" 14-17 A Seraphon unit from the list below is called forth from Azyr to join your army. Set up all of its models within 8" of this model, at least 9" away from the enemy. 20 skinks 10 saurus wariors 3 razodons,3 teradons. 18 double movement and attack characteristics of all friendly seraphon units keywords ORDER, DAEMON, CELESTIAL, SERAPHON, STEGADON, SKINK, MONSTER, HERO, PRIEST, SKINK PRIEST, ENGINE OF THE GODS battalions sunclaw starhost: requirements sunblood 2-6 units of saurus warriors 120 points memory of furry: saurus warriors gain 6s to hit prock an extra attack 6s to wound prock 2 damage eternal starhost: requirements warden 2-6 units of guard 160 points memory of defiance: temple guard can pile in apon death memory of chekax: the wardens shrug increases to 4+ as time bends around him as with Chekax of old memory of bulwarks: the temple guards shrug increases to 5+ firelance starhost: requirements carnasaur of any verient and 2-6 units of knights 120 points memory of the rush: 6s to hit become mortal wounds on the charge the units can retreat and charge in the same turn. Shadowstrike Starhost this one is fine replace skink hero with storm priest thunder quake starhost: requirements 1 behemoth hero unit any 2-8 of the following stegadon, bastiladon 120 points memory of the herd: behemoth units in this battalion count as battle line memory of resilience: units from this battalion can reroll saves when wholly within 6" of the hero or 6" of 2 other units from this battalion. at the start of your hero phase heal 1 wound per model sotecks star host: requirements 1 trogladon 0-3 of either skink priest or starpriest 2-8 skinks 0-4 chameleon skinks 1-3 kroxigor 140 points memory of the jungle: a 12" around the trogladon counts as cover for the battalion as phantom trees are called into being memory of zealots: skinks gain 2" range to there melee weapons as there weapons change to halberds and there crests change to bright red pack hunter star host requirements 2-8 of either of the following razordon salamanders maby a hero im running out of options lets go with the star seer because of his history with salamanders. memory of the hunt: units can run or retreat and still shoot and gane -1 to be hit in the shooting phase 100 points
the funny thing is i know it's not balanced yet or tested but i managed to put this together in 2 and a half weeks in my off time. whats taking GW so long?
Why have you kept the distance requirement of the teleport but also added a combat modifier. The point was to change the distance requirement into a combat modifier, or at least lessen the distance in exchange for a modifier, so the requirement matters and can't just be circumvented with a few charge modifiers without making a teleported/summoned unit just sit around for a turn. Does summoning only work around the general?
because teleportation is very powerful and should not be free it was one of my inishal worries it gives our current army the ability to stand up to things much stronger then us and we have bad warscrolls what ruin would we reak if we had things that could throw a punch. i don't know im thinking around wizards too
Teleport should be free for our army. It is Seraphon's whole shtick. I feel like LoSaT is at a good place after the GHB2019.
well it sort of still is it just makes our troops weaker until the end of the turn(and by weaker i mean better then they are now but not as much) this way we cant throw 80 oober buffed warriors across the table and wipe an army turn 1
the other option is that i restrict teleport to the start of hero phase to prevent 2 wizards and 4 priests uber buffing
I mean, we won't wipe Idoneth, Fyreslayers, Skaven, Slaanesh, or any of the other top tier army's in a turn. What Seraphon needs is warscroll buffs to the units that are understated. Those changes will make Seraphon a top table army on par with the other grown up armies.
at the moment its possible to make a saurus unit having the following 6 2" 3/4/-1/1 6" 3/4/-/1 with rerolls on hit wounds of 1 saves runs charges and extra hits on 6 to wound double damage on 6 to hit. we can put a solid dent in almost anything and then they don't die so you have a foot hold to bring in the rest of your army.
Yeah, I think all the buffs shouldn't be cheaply possible. I am still under the opinion that we need minor improvement to the units we already have. If units are buffed to the point that Allegiance abilites and the core of the army's identity has to be remedied to balance the army then the warscroll changes are too strong.
that's fair although its not the warscrolls that are the problem its adding prayers if i wan't to add anything combat related they just break things im starting to see why there are so many that are just awful
@Erta Wanderer that is some good stuff! I agree with most of it and I do have some alternatives for thought So carnosaur Mount traits; Raging frenzy: when in a blood frenzy, the carnosaur’s clawed forelimbs and jaws generate an extra attack on a 6+ to hit. These attacks cannot generate additional attacks. Blood chilling roar: d6 models flee in battleshock And for the stegadon Earth Shaker: Enemy models within 12” have -1 to hit in the shooting phase Two additional alliegence abilities; Old one’s blessing:A unit or model can ignore mortal wounds or wounds on a 6+ Cold blooded: when rolling for battle shock roll 3 dice and take the lowest 2 values And for alternative warscrolls, namely a few saurus Saurus Oldblood on carnosaur 300 move* bravery 10 wounds 12 save 3+ sunbolt gauntlet 4 18" 4/3/-1/1 Sunstone spear 3 2" 3/3/-1/d3 clawed forelimbs * 2" 3/3/-1/2 carnosaur’s bite * 2" 3/3/-2/3 Damage table wounds 0-3,4-5,6-7,8-9,10+ move12” 12” 10” 8” 6” claws4,4,3,3,2 jaws 5,4,4,3,2 abilities pinned down: 2 claw hits, reroll failed jaw hits blood frenzy: this model can run and charge in the same turn blood roar: contest of dice roll, you win or draw d3 models flee Hand of the Gods: on a 6+ to hit the attack instead inflicts a mortal wound. Command Ability: 20 inch range seraphon heroes can make 2 extra attacks with a weapon of their choosing The scar veteran Saurus Scar-Veteran on carnosaur 280 move* bravery 10 wounds 12 save4 + Warblade. 6 1”. 3+/3+/-1/1 War Spear. 6. 2” 4+/3+/-1/1 Great Blade 3. 1” 4+/4+/-1/d3 clawed forelimbs * 2" 3+/3+/-1/2 carnosaur’s bite * 2"4+/3+/-2/3 Damage table wounds0-3,4-5,6-7,8-9,10+ move12”,12”,10”,8”,6” claws4,4,3,3,2 jaws5,4,4,3,2 abilities pinned down: 2 claw hits, reroll failed jaw hits blood frenzy: this model can run and charge in the same turn blood roar: contest of dice roll, you win or draw d3 models flee Stardrake Shield: ignore rend -1 Command Ability: select a seraphon unit within 18”. That unit can make an extra attack with a weapon of their choosing.
And then we have the warriors Saurus Warriors 120/450 Move 5” Bravery 8 Wounds 1 Save 4+ Celestine club. 1, 1”, 3+/ 3+/ -1/ 1 Celestine spear 1, 2”, 4+/3+/ -1 / 1 Jaws and shield 1, 1”, 4+/4+/ -/ 1 Champion: +1 Celestine weapon attack Shield: ignore rend -1 Drum: the unit may march at double move, no run or charge Banner: -1 to enemy bravery in 8” Celestial Cohort: If the unit has 20 or more models add one to the number of attacks for their Celestine weapons And finally saurus knights Saurus Knights 120 Move 10” Bravery 8 Wounds 2 Save +4 Celestine Lance 1, 2”. 4+/3+/-1/1 Celestine Blade 1, 1”. 3+/3+/-1/1 Coldone’s jaws 2, 1”. 4+/3+/-/1 Jaws and shield 1, 1”. 4+/4+/-/1 Champion: the unit champion makes an extra attack with their Celestine weapon. Blazing Charge: when saurus knights equipped with lances attack after a successful charge, on 4+ to hit the attack inflicts a mortal wound. Drum: The unit can add 1 to run and charge rolls Banner: -1 to enemy bravery in 8”