Discussion in 'Seraphon Discussion' started by The Tipsy Dragon, Jun 16, 2021.
Hes apart of order is he not? I don't see why since he doesn't cost more than 500
They are gone. Basically now everyone got "bound" spells, as the caster keeps the control
Hol up. Does our battletome override this? Since it's kind of our factions thing?
it should but a lot of people say it doesn't
it was our faction thing.
in the old edition, the endless spells were controlled by rolling, so our bond version was an advantage, as we were alway in control of our spells.
The new current general rule for Endless Spell is this one:
A predatory endless spell within 30" of the model that summoned it is controlled by that model.
a really big buff is the addition of cities to our allies list. there is so much awesome to be had bringing them in
Yeah something about bringing in something odd to supplement my godzilla seems fun
Handy chart that includes the new buffs granted by action and abilities, listed in the Core Rules.
I'm gonna develope a whole chart system including the enhancements and the abilities / spells / artefacts by seraphon, with some combo examples.
My goal is to make a guide which should be helpful to build buff strategies and pick the right units in your army
ima steal this now
that was the idea.
this is a wip and (as proposed by @Canas) I'm gonna make the first collumn the phase they go in instead of the ability. Makes it easier to find the relevant ones
Unless I'm mistaken, and I have tried to double check, it seems that there are no longer any restrictions on allies filling out battleline.
Not necessarily an earth-shaking change for us, but it does mean we can find something better than Saurus Warriors to maybe give Starborne armies a bit of tough battleline. For those so inclined. 105 for 10 is harsh for such a bad unit lol
Nevermind, that restriction seems to be in the Battlepack section. Didn't think to look there
chart with heroic actions and command abilities, including Seraphon's
@Killer Angel Dope chart. Maybe add "once per game per hero" under "Their finest hour" - miscellaneous?
When all the charts will be completed, i will try to add some specifications
What new cogs do?
Haven't read endless spells, except for shackles
Pretty nasty, you just cannot run or charge
The way that endless spells are worded now makes it sound like our astrolith bearer will increase the set up range
Either +1 to charge to units wholly within 18" or +1 cast attempt for wizards within 6.
a quickly resume,I have not seen all endless
Pendulum: roll a die for each unit you pass across 2+ D3 MW
Emerald: same(If I'm not wrong)
Geminids: roll a die for each unit you pass across or 1" 2+ 1MW and if enemy receive the MW can't receive any CP ability
Purple sun: End hero phase, before move, roll a die 5+ the spell become wild. roll a die for each unit you pass across or 1", 1 nothing 2-5 D3 MW, 6 D6 MW
Quicksilver sword: select unit you pass across. Roll 12 dice, 6 1MW, cant be negated
Ravenak: move 3D6, select unit you pass across and roll a number of dice equal to the move roll. 6 1MW
Gravetide: for every unit you pass across. roll a number of dice equal of models, 6 1MW
Burning head: Every unit at 1" 2+ D3, then the spell is removed from play