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==Allegiance Abilities== ===<span style="color:#00DDF3;">Battle Traits</span>=== If your army has a {{AOSKeyword|SERAPHON}} allegiance and chooses to take the {{AOSKeyword|SERAPHON}} allegiance abilities, it has the following rules: *'''Warriors of the Stars and the Realms:''' You must pick if your entire army has The Coalesced or Starborne allegiance during list building. ====The Coalesced ==== Some of the Starborne, due to magical fuckery, have now become the savage flesh and blood dinos we all know and love, colonizing the Mortal Realms and [[Awesome|making their very own mini-Lustrias wherever they land]]. They are territorial, with a focus on Saurus and MONSTERS and being a tough and ferocious melee army. *'''Coalesced Constellation:''' You may take only the Koatl's Claw or Thunder Lizard constellations. **'''Koatl's Claw:''' +1 to wound for any {{AOSKeyword|Saurus}} and Kroxigor units that charge. Focuses more on troop spam. **'''Thunder Lizard:''' {{AOSKeyword|Monster}} units can carry out two Monstrous Rampages per turn, which is incredible for the number of badass dinos you can field. *'''Predatory Fighters:''' +1 attack of jaw attacks made by {{AOSKeyword|Coalesced Saurus}} and Kroxigor units. While it's a shame that your big dinos get nothing from this, those are actual weapons aside from a mere token attack. *'''Scaly Skin:''' -1 damage inflicted for each successful attack against {{AOSKeyword|Coalesced Saurus, Monster}} and Kroxigor units. Just as tanky as you recall. *'''Beasts of the Dark Jungles:''' As you're focused on more of the dinos part of the Seraphon, you've got a bunch of new Monstrous Rampages. **''Gargantuan Jaws:'' {{AOSKeyword|Carnosaur}} only. Pick an enemy model within 3" and roll 1d6; if it's over the model's Wounds stat, it's insta-killed. **''Earthshaking Charge:'' {{AOSKeyword|Stegadon}} only. After charging, pick an enemy unit within 1" and roll a 1d6; on a 4+, the enemy is now stuck with Strikes Last for the turn. **''Odious Roar:'' {{AOSKeyword|Troglodon}} only. Roll a 1d6; on a 2+, it's stench aura gets buffed to 12". **''Bludgeoning Sweep:'' {{AOSKeyword|Bastiladon}} only. Pick a non-{{AOSKeyword|Monster}} enemy unit within 3" and roll 1d6; if this roll is less than the total number of models in the enemy unit, they suffer a number of MWs equal to the roll. Best saved for hordes of Clanrats and the like. ====The Starborne==== The living...ish? memories Seraphon had been before 2020. They center on spamming mages and still a mobility faction with teleport and summoning in dinosaws shenanigans. *'''Starborne Constellation:''' May pick the Dracothian's Tail or Fangs of Sotek keyword and ability. **'''Dracothion's Tail:''' You can leave units in reserves, letting them deep-strike within 12" of one of your CPP generators and at least 9" of any enemies. **'''Fangs of Sotek:''' You can use the Redeploy command three times each enemy movement phase, with the first two being free if used on {{AOSKeyword|Starborne Skink}} units. *'''Lords of Space and Time:''' Your {{AOSKeyword|Starborne Slann}} gain two special reactions: **''Contemplation of the Ancient Ones:'' One of your Slann can swap out one spell from their exclusive lore to another one. **''Spatial Translocation:'' Pick one unit within 12" of the Slann. This unit can immediately redeploy anywhere at least 9" away from any enemies. *'''Cosmic Power''' There are two ways to generate Cosmic Power points: #In your hero phase, each {{AOSKeyword|Wizard}}, {{AOSKeyword|Astrolith Bearer}} and World Engine terrain piece generates 1 CPP. #You gain another point for each spell your wizards cast that isn't unbound. *You can then spend these CPP for various powers throughout the turn. **''Azure Light (5 CPP):'' You can resurrect d3 models from each unit with 1 or 2 wounds. Great for keeping your Saurus at full strength or to top off some Skinks. **''Protection of the Old Ones (10 CPP):'' Any friendly units benefiting from the Astrolith's Revivifying Energies get a 5++ Ward. **''Cleanse the Realms (15 CPP):'' Roll a d6 for each enemy unit within 12" of any of your CPP generators; On a 2+, they will suffer a number of mortal wounds equal to the roll provided, giving you something that can smash both monsters and mobs alike. **''Summon Seraphon:'' The emphasizing part of your Order-aligned Star-Daemons that are the Seraphon. By spending a number of CPP, you can summon various units as you wish. '''Summoning table''' Additional reference to [http://www.lustria-online.com/threads/the-art-of-summoning.22178/ Lustria Online The Art of Summoning] for commentary on units: * Excellent (exceptionally useful, you should always have it at hand) * Good (almost always useful, some time can be a suboptimal choice) * Suboptimal (can be useful, but it's situational; usually there are better choices) * Poor (bad unit to summon, useful only under exceptional circumstances) Seraphon unit --- Cost 1 Engine of the Gods --- 30 (''Poor'') 1 Stegadon --- 28 (''Good'') 1 Bastiladon --- 24 (''Good'') 3 Aggradon Lancers --- 22 10 Saurus Guard --- 22 10 Saurus Warriors --- 20 (''Suboptimal'') 3 Kroxigor --- 18 (''Excellent'') 3 Kroxigor Warspawned --- 18 5 Raptadon Chargers --- 16 5 Raptadon Hunters --- 16 1 Spawn of Chotec --- 16 5 Hunters of Huanchi with Dartpipes --- 12 3 Terradon Riders --- 12 (''Good'') 3 Ripperdactyl Riders --- 10 (''Good'') 5 Hunters of Huanchi with Starstone Bolas --- 10 3 Terrawings --- 8 10 Skinks --- 8 (''Good'') ===<span style="color:#00DDF3;">Command Traits</span>=== <tabs> <tab name="Lords of the Temple-Cities"> {{AOSKeyword|Coalesced Slann}} only *'''Custodian of Divine Technologies:''' You can take three artifacts instead of one, but the extra two must be taken by the Slann. *'''Dominating Mind:''' 1/turn, the general can control one {{AOSKeyword|Coalesced Monster}} unit and roll 1d6; on a 2+, the control is successful and their melee weapons gain +1 to wound. This even works on mounted heroes, though the buff only works on the mount's attacks. *'''Master of the Material Plane:''' Gain two extra spells from the Lore of Ancient Domains. *'''Wrath of Aeons:''' Once per game, you can channel the anger of lizardkind, giving {{AOSKeyword|Saurus}} or Kroxigor units within 12" a bonus attack on their melee weapons. </tab> <tab name="Savage Commanders"> {{AOSKeyword|Coalesced Saurus}} only *'''Prime Warbeast:''' Mounted general only. The mount gains a token extra attack. *'''Thickly-Scaled Hide:''' +1 to saves, which means a lot for tanky monsters. *'''Vengeful Defender:''' When the general is on your DZ, it and up to two {{AOSKeyword|Saurus}} or Kroxigor units within 12" can make an immediate move during the Hero phase. </tab> <tab name="Starmaster Disciplines"> {{AOSKeyword|Starborne Slann}} only *'''Arcane Might:''' The general can control up to THREE endless spells, with any endless spells they summon getting double the spawning range. *'''Higher State of Consciousness:''' The general ignores ''all'' modifiers to their saves. *'''Lord of Celestial Resonance:''' The general gains 2 CPP any time they cast a spell that isn't unbound, unbind an enemy spell, or dispel an endless spell. *'''Vast Intellect:''' Gain two new spells from the Lore of Celestial Domination. </tab> <tab name="Celestial Attendants"> {{AOSKeyword|Starborne Skink}} only *'''Master of Star Rituals:''' {{AOSKeyword|Wizard}} only. This general knows all spells from the Lore of Celestial Manipulation. *'''Nimble Warleader:''' {{AOSKeyword|Skink}} units within 18" can roll 2d6 whenever they Run rather than the standard d6. *'''Shrewd Strategist:''' 1/game, pick one friendly unit within 18" of the general. They can immediately charge an enemy within 12" so long as they're not within 3" of any other enemies. </tab> </tabs> ===<span style="color:#00DDF3;">Artifacts of Power</span>=== One {{AOSKeyword|HERO}} in your army (+1 per additional warscroll battalion) may take a relic from the following tables: <tabs> <tab name="Relics of the Warrior"> {{AOSKeyword|Coalesced Saurus}} only *'''Blade of Realities:''' One of the bearer's melee weapons improves its Rend and Damage by 1. *'''Bloodrage Pendate:''' All melee weapons gain +1 attack. If the bearer takes an amount of damage equal to or greater than its half its total wounds, they only take 2 wounds, making it more useful for footslogging Sunbloods. *'''Sotek's Gaze:''' Enemy units with 1 or 2 Wounds cannot contest objectives while within 6" of the bearer, making it excellent for a hero who wants to deny objectives. </tab> <tab name="Treasures of the Temple-Cities"> {{AOSKeyword|Coalesced Slann}} only *'''Coatl Familiar:''' 1/battle, you can spend your familiar to give the bearer the ability to cast an additional spell from the Lore of Ancient Domains. *'''Crystalline Skull:''' Whenever the bearer casts a spell that isn't unbound, the skull gains a charge. Once per battle, you can break the skull, targeting an enemy within 12" and rolling a number of d6 equal to the total number of charges and dealing a MW for each 3+. *'''Itxi Grubs:''' The bearer heals a wound each turn. In addition, they can choose to re-roll either a casting roll, a dispel roll or an unbind roll. *'''Palanquin of the Lost Gods:''' This fancy chair gives +1 wound and +4" Movement. </tab> <tab name="Vestments of the Priesthood"> {{AOSKeyword|Starborne Skink}} only *'''Cloak of Feathers:''' Non-{{AOSKeyword|Monster}} hero only. The bearer gains +4" to Movement and {{AOSKeyword|Fly}} while enemy attacks suffer -1 to hit this flappy lizard. *'''Incandescent Rectrices:''' The bearer recovers d3 wounds each turn. Better saved on mounted heroes, where they're not so pressed to either make those heals or die from a lack of recoveries. *'''Sacred Stegadon Helm:''' +1 to saves. When the bearer charges, you also get +1 to the damage with any melee weapons. Stegadons and Bastilodons take note. </tab> <tab name="Treasures of the Old Ones"> {{AOSKeyword|Starborne Slann}} only *'''Prism of Amyntok:''' 1/game, pick an enemy within 12" and roll a d6. On a 2+, the enemy suffers a number of MWs equal to the roll. *'''Relocation Orb:''' At the end of one phase each game, the bearer can immediately redeploy anywhere within 12" of a CPP collector and at least 9" away from an enemy. *'''Spacefolder's Stave:''' Once per turn at the end of the movement phase, they can take actions to allow any summoned units to arrive at least 7" away from any enemies instead of the usual 9". *'''Zoetic Dial:''' Secretly pick one round after the first. On that round, the bearer recovers all wounds and adds +1 to all save checks they make on this round. </tab> </tabs> ===<span style="color:#00DDF3;">Seraphon Spell Lore</span>=== ====Lore of Celestial Domination==== '''STARBORNE SLANN''' only: #'''Comet's Call:''' CV7, pick D3 enemy units (D6 if the casting roll was 10+), each of them takes D3 mortal wounds. #'''Tepok's Beneficence:''' CV5, pick a visible friendly '''SKINK''' unit within 18". Every attack aimed at that unit has -1 to wound until your next Hero phase. #'''Drain Magic:''' CV6, you get +1 to dispels and the opponent gets -1 to dispel for the whole phase. #'''Mystical Unforging:''' CV8, pick 1 visible enemy unit within 12". All their weapons have no Rend until your next Hero phase. #'''Stellar Tempest:''' CV8, pick 1 visible enemy unit within 24" , roll a die for each model in that unit, 5+ causes 1 mortal wound. Amazing anti-horde spell, should be your first choice as it compliments Comet's Call nicely. ====Lore of Celestial Manipulation==== '''STARBORNE SKINK''' only: #'''Cosmic Crush:''' CV7, pick a visible enemy unit within 12", roll a D6 for each model in that unit, they take a mortal wound on a roll equal to their save roll. #'''Celestial Harmony:''' CV5, pick a visible friendly unit wholly within 18", that unit has Courage 10. If the casting roll is 10 or more, pick all friendly units within 18". Not bad if running skink hordes, since Starborne doesn't give Courage 10 automatically to everyone. #'''Speed of Huanchi:''' CV6, pick a visible friendly '''SKINK''' (but not '''MONSTER''') or '''KROXIGOR''' unit wholly within 18", that unit gets a free movement. ====Lore of Ancient Domains==== '''COALESCED SLANN''' only: #'''The Earth Trembles:''' CV8, draw a line that goes from the caster to any of the field's corners, then roll a die for every enemy unit under the line. They take D3 mortal wounds on a 4+. #'''Empowered Celestite:''' CV7, pick a visible friendly '''SAURUS''' unit wholly within 18", their Celestite weapons get +1 rend until next Hero phase. #'''Drain Magic:''' Same as above. #'''Itzi's Invigoration:''' CV6, pick a visible friendly '''MONSTER''' wholly within 12", it uses the top line of the damage table indipendently from its current wounds until next Hero phase. #'''Telepathic Summons:''' CV6, pick a visible friendly '''SAURUS''' (but not '''MONSTER''') unit within 9", it's removed and redeployed (always within 9" from the caster). ====Lore of Primal Jungles==== '''COALESCED SKINK''' only: #'''Light of Chotec:''' CV7, pick a visible friendly model wholly within 12". Roll a die for each wound it took; each 5+ heals a wound. #'''Heavenly Frenzy:''' CV7, pick a visible friendly unit wholly within 18", it can run and charge this turn. #'''Tide of Serpents:''' CV7, pick one enemy unit within 15". Roll a die for each model in the unit; each 5+ causes a mortal wound. Stellar Tempest with a little more than half range.
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