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		<id>http://2d4chan.org/mediawiki/index.php?title=Tyrion&amp;diff=515037</id>
		<title>Tyrion</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Tyrion&amp;diff=515037"/>
		<updated>2020-07-17T02:31:04Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:90DE:BC6F:35FE:2925: /* Age of Sigmar */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Tyrion y Teclis.jpg|right|thumb|400px|Tyrion, with his brother Teclis at the background.]]&lt;br /&gt;
{{Topquote|Temper is a weapon that we hold by the blade.|James M. Barrie}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If you were looking for info on the silver-tongued dwarf from [[A Song of Ice and Fire]], please visit the appropriate page.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If you misspelled and were looking for the old inter-faction paladin Tirion Fordring from [[World of Warcraft]], follow the link.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A [[High Elf]] character from [[Warhammer Fantasy]]. Depending on your opinion, he&#039;s either [[Alice|the ultimate Mary Sue]] or [[Fist of the North Star|just a badass personifying everything neat about the race]]. See below for more details.  &lt;br /&gt;
&lt;br /&gt;
Tyrion, and to some extent [[Teclis]], are both very much inspired by the Noldorian prince Fëanor and his brother Fingolfin from [[the Silmarillion]] - One being the heroic, powerful and fateful warrior with a darker edge, and the other the stoic, empathic brother, who safeguards his brother with love and wisdom, even if said brother treads darker paths. This is only made more apparent in [[the End Times]], in which Tyrion, like Fëanor before him, goes to [[Star Wars|the darker side]] in the pursuit of vengeance and power to defend his people, and ultimately fails and falls, dooming his own people... In WFB, Tyrion kinda forces his people to merge with the Dark Elves by drawing the Widowmaker, and in the Silmarillion, Fëanor not only leaves with most of his kinsmen to Middle Earth and strands them there by burning their fleet, he also kills other Eldar (no, [[Eldar]] as Elves who lived in the Undying Lands, you inbred 40k fuck) to get said fleet, and so, a curse befalls them, which bites his decendants in the ass numerous times later.&lt;br /&gt;
&lt;br /&gt;
==The Legend==&lt;br /&gt;
Tyrion is a total badass who doesn&#039;t give a fuck what you think about him (or a Mary Sue, depending on whether you play High Elves or not). Awhile back, he was an up and coming noble in the courts and being descended from Morelion (son of [[Aenarion]]), he had a pretty substantial fortune as well as a big name to live up to. When the elves in the powdered wigs tried to embarrass him in front of the court, usually by making fun of his twin brother [[Teclis]] who was crippled from birth, he usually responded with a challenge to a duel to the death. He quickly became known as a badass swordsman as well as a douche. Since people started saying he&#039;s Aenarion reborn (that might not be a compliment) he began to wear Aenarion&#039;s armor, which had been passed down the family since it was reclaimed in the days of Tethlis the Slayer. He also was allowed to carry a sword belonging to one of Aenarion&#039;s buddies if he signed them out from the Lothern Museum of Asur History, but he never gave it back and they were too afraid to report it missing. &lt;br /&gt;
&lt;br /&gt;
After adventuring around like a TES character and doing random shit for awhile, Ulthuan got clusterfucked by [[Daemons]] and [[Dark Elves]]. He heard that the [[Everqueen]] was being chased by [[Malekith|Malekith&#039;s]] rapesquad and went to rescue her, killing them but got fucked right up from a poison hidden carefully in the anus of an assassin he was corpse humping after the fight, and Alarielle carried his dumbass around [[Ulthuan]] while he moaned &amp;quot;Bel...Dagobah system...&amp;quot; while running from a [[Keeper of Secrets]]. Then Teclis showed up and facerolled things. After they rejoined the &amp;lt;strike&amp;gt;Rebel Alliance&amp;lt;/strike&amp;gt; rest of the High Elf forces and Tyrion was healed up, Alarielle decided he&#039;d make a great addition to her harem. She gave him a magic engagement necklace that lets him give Death the middle finger, and the God Emperor of Horsekind Malhandir.  Then he SMITE CLEAVE SMITEed 90% of the Dark Elf race personally at the Battle of Finuval Plain. &lt;br /&gt;
&lt;br /&gt;
Then he went back to adventuring, except when Alarielle sends a letter that she wants the cock whereupon he zips right home. He&#039;s a bit emo since Aenarion&#039;s curse makes him think about the [[Widowmaker]] like it&#039;s the ultimate sexual fetish all the time. Thinking about his brother gets his dick soft enough that he can think about Alarielle and get a boner for killing Dark Elves again. When his best bro got killed by Dark Elves, he took the dude&#039;s loli daughter as a squire and taught her how to slap around prissy nobility, brood, and /win battles. If he doesn&#039;t get wasted, he&#039;ll probably be the next Phoenix King, but since he&#039;s buddies with Finubar (also Eltharion, but Elthy is a dick to him now) he&#039;s not looking forward to it. &lt;br /&gt;
&lt;br /&gt;
Currently in the canon story, he&#039;s facerolling [[Vampire Counts]] lead by [[Mannfred von Carstein]] who&#039;s trying to resurrect [[Nagash]] by sacrificing Alarielle and Finubar&#039;s daughter (and hence the next Everqueen, unless Finny dies soon enough for Tyrion to give Alarielle an heir [earlier editions, due to the fact that Finubar is much older than Alarielle and Alarielle became Everqueen shortly before meeting Tyrion, implied that Alarielle was in fact Finubar&#039;s daughter and Tyrion would succeed Finubar as Phoenix King one day. Recent sources from both Black Libary books and now the 8th Edition High Elf army book have confirmed that to be not the case]. Whether or not this is Mr. Ward taking away the most badass High Elf as a potential faction leader or just the way it was always supposed to be is up for debate).  Unfortunately, Mannfred recaptured Aliathra when Tyrion was distracted and used his magic to flee with her.  Tyrion meets High King Thorgrim and his army of Dwarves (who arrived to help them over a debt of honor; they don&#039;t really care about elves now) and insults him like crazy, blaming the Dwarves for the loss of Aliathra and probably undoing that attempt at reconciliation between the two races.&lt;br /&gt;
&lt;br /&gt;
Recently, he&#039;s taken over leadership of the armies of Ulthuan, as the nobles were getting tired of Finubar being a lazy shut-in and were planning to replace him.  He&#039;s also guilty of treason, as the Everqueen cheated on the Phoenix King with Tyrion; Tyrion is Aliathra&#039;s biological father (Which sort of makes his rage against the Dwarves &#039;&#039;&#039;kinda&#039;&#039;&#039; understandable).&lt;br /&gt;
&lt;br /&gt;
==End Times==&lt;br /&gt;
In End Times Tyrion finally gains a personality.  He was worried about his daughter but was grudingly convinced by Teclis, Eltharion and Eldyra to stay and defend Ulthuan from an army of Slaanesh daemons led by N&#039;kari which were planning to kill the High Elves.  He revealed his ineptitude at politics where he tried to intimidate Imrik into obedience, but instead insulted Imrik to the point that he ceded the realm of Caledor from the Phoenix Throne, costing the armies of Ulthuan the might of the dragons.  At the behest of Teclis he attempted to reconcile, but Imrik&#039;s rejection of that put Tyrion in such a foul mood no one, not even Teclis, dared to speak to him for several days.&lt;br /&gt;
&lt;br /&gt;
Eventually he found out that not only were the Dark Elves attacking Ulthuan in unprecedented numbers, but that the realm of Caledor had decided to serve Malekith.  He was furious and only his knowledge of military tactics stopped him from marching on Caledor.  During this time, he started to feel the influence of Khaine more and more strongly.  During this time Tyrion killed Malus Darkblade, who had been taken over by the daemon T&#039;zarkan. Eventually Morathi, who had her own plans, approached Tyrion in the guise of an elven mage and became his consort.  While Tyrion&#039;s court didn&#039;t know who she was, Teclis suspected, and the influence of Khaine was so strong he accepted Morathi&#039;s offer.  During one particularly horrific battle, Nagash returned to life in Sylvania and all the dead became undead.  Tyrion was give an extra power from Khaine and brought the undead under his control, forcing Malekith to use all of his sorcerous power to kill them but forcing him to cede the battle.  Later, Tyrion crossed blades with Tullaris of Har Ganeth who, at Khaine&#039;s behest, urged Tyrion to [https://www.youtube.com/watch?v=rMNKwZTv1d0| strike him down with all his hatred] - which Tyrion did.  &lt;br /&gt;
&lt;br /&gt;
At the Shrine of Khaine, after a fierce battle with Malekith, Tyrion learned about Malekith being accepted as Phoenix King, Teclis&#039; dealings with Nagash and Malekith - including the death of his daughter Aliathra and snapped.   &lt;br /&gt;
Tyrion drew the Widowmaker, becoming an Avatar of Khaine (no, not [[Avatar_of_Khaine#The_Avatar_of_Khaine|that]] one, it&#039;s just a title), gathering a united army of his High Elf lackeys and Khainite Dark Elves and attempting to stop Malekith for becoming the ruler of all elfkind.  Imrik engaged him in battle with three other dragon princes, the four of them riding dragons.  There Imrik did what no one else had done and managed to make a hole in the armor of Aenarion.  However with the Sword of Khaine Tyrion beat him down, Imrik only survived because his dragon flew him to safety while the other three princes and dragons delayed Tyrion at the cost of their lives.&lt;br /&gt;
&lt;br /&gt;
Now under Khaine&#039;s influence, he led his army into Avelorn to claim Alarielle, who had recently returned from Athel Loren and agreed to be pledged to Malekith.   Despite her love for Tyrion she saw how far gone he was and refused to join him.  This led to a battle between the High Elves and Wood Elves.  Orion showed up and fought Tyrion.  But even the demigod of the hunt couldn&#039;t match Khaine&#039;s power, but before Tyrion killed Orion, Orion stabbed Tyrion through the chink Imrik had made and widened it.  The battle ended when Durthu showed up and, instead of fighting Tyrion, grabbed him and [https://www.youtube.com/watch?v=ib084tzN8H0| punted him over the horizon] (complete with that Team Rocket-sparkle - which Tyrion survived of course).  &lt;br /&gt;
&lt;br /&gt;
Angrier than ever, Tyrion ordered his forces to march on the Blighted Isle to stop Malekith and Teclis&#039;s plan to bind the winds of magic to people.  During this time he captured Sea Lord Aislinn, who had turned against Tyrion and was the avatar of Mathlann, the elven god of destruction.  When Tyrion killed him, a massive storm was summoned that sank half of Tyrion&#039;s ships.  He almost won his final battle against Malekith, but gets shot by Alith Anar through that chink in his armor. The Widowmaker becomes a normal sword, Tyrion looks like his normal self again. His body is last seen being carried by Teclis right before Ulthuan sinks. Teclis later uses the heart of averlorn and the flame of ulric to restore Tyrion, freed of the curse of Khaine, then infuse him with the wind of light. Despite being all heroic again, all of the other elves (except Alarielle, who kinda tolerates him) hate him and [[Sigmar]] is his only friend. Had the Incarnates won and the story continued, Tyrion would have probably been exiled by Malekith (who would probably want his father&#039;s armor back), if not killed outright by his people.&lt;br /&gt;
&lt;br /&gt;
When Nagash showed up with an offer of parley, Tyrion was conflicted.  While he knew Nagash was extremely evil and responsible for his daughter&#039;s death, his time as the Avatar of Khaine made him consider that maybe Nagash&#039;s help could be accepted - even when Nagash nearly goaded Tyrion by mocking him about Aliathra&#039;s death.  After accepting Nagash&#039;s help Tyrion and Malekith together captured Bea&#039;lakor while the latter tried to claim Lileath. Tyrion helped in the fight at Middenheim, managing to destroy Ka&#039;bandha&#039;s axe and tank a brass skull thrown by Khorne himself.  He and all the other Incarnates were downed by the magical backlash when Mannfred stabbed Balthazar in the back and stopped them form stabilizing the Rift.  This caused Teclis to take on more magic than he could handle and disintegrated him.  Tyrion was still mad over what Teclis had done, but still loved his brother.  Also seeing Mannfred as his daughter&#039;s killer, Tyrion avenged them both by introducing Mannfred to Sunfang - blade first - and then lighting him on fire from the inside; killing him.  Later Tyrion helped Alarielle to her feet and, together with a pinned Malekith and disintegrating Nagash, held her hand as they watched the Rift expand and the world end.&lt;br /&gt;
&lt;br /&gt;
==Age of Sigmar==&lt;br /&gt;
Tyrion survives the End Times, and becomes a god in the new setting alongside Teclis.  Tyrion explored Hysh looking for his brother and his journeys took him to the realm&#039;s edge.  There, Tyrion met a sun spirit (possibly the spirit of Hysh&#039;s sun and the counterpart to Celennar). He refused to look away and had his eye sockets melted.  Tyrion awoke next to Teclis and found he could see through Teclis&#039; eyes. &lt;br /&gt;
&lt;br /&gt;
After finding Teclis, the twins allied with Sigmar, though went against his orders and led his armies alongside the dark elf formerly known as Malekith to capture Slaanesh.&lt;br /&gt;
&lt;br /&gt;
When Slaanesh daemons almost raped hysh to death after the Lumineth civil war he returned to lead the Lumineth counter attack and through his martial skill stayed the tide.  Teclis was broing with the moon spirit to change the Lumineth to what they are now.&lt;br /&gt;
&lt;br /&gt;
Currently half the lumineth forces base their culture on Tyrion. The new battletome focuses on Teclis nations so may be more in future releases.&lt;br /&gt;
&lt;br /&gt;
==List of Lovers==&lt;br /&gt;
In order of appearance throughout Tyrion&#039;s life:&lt;br /&gt;
&lt;br /&gt;
* X number of Cothique huntresses.&lt;br /&gt;
* Karaya, an Emeraldsea sailor.&lt;br /&gt;
* Liselle, his cousin.&lt;br /&gt;
* Lady Valeria of Lothern.&lt;br /&gt;
* Lyla, an Avelorn punkrocker with flowers in her hair.&lt;br /&gt;
* That bitch over there.&lt;br /&gt;
* The Beastwoman over here.&lt;br /&gt;
* A vaginally-shaped hole in the wall.&lt;br /&gt;
* A Morathi-shaped waifu pillow.&lt;br /&gt;
* Everqueen Alarielle, whom technically is of distant relation, as both are descendants of Aenarion with he and Astarielle being their great-great-great-great... grandparents.&lt;br /&gt;
* Morathi herself.&lt;br /&gt;
&lt;br /&gt;
==On The Tabletop==&lt;br /&gt;
Taken as his own, Tyrion is the biggest and baddest asskicker for his point cost. He destroys units on his own in a turn, he can take a cannonball to the balls and it&#039;ll only make his dick harder, and his sword shoots fire like a dragon.&lt;br /&gt;
If you can&#039;t actually field him, then proxying a Prince or a Noble on horseback with Armor of Caledor and a magic weapon works as well (this option will allow you to field Alarielle and Tyrion in the same army). &lt;br /&gt;
&lt;br /&gt;
In the End Times, Tyrion, as mentioned above, gets a huge upgrade by drawing [[Widowmaker]] and becoming the Avatar of [[Khaine]]. In this state, he can lead the [[Aestyrion]] as a lord worth 700 points. In this form, he has Always Strikes First, Frenzy, Immune to Psychology, Murderous Prowess, and several new special abilities and nifty gear:&lt;br /&gt;
&lt;br /&gt;
* The Shadow Of Khaine means that Tyrion, and any friendly unit with Murderous Prowess within 12&amp;quot;, rerolls failed To Wound rolls in close combat.&lt;br /&gt;
* Avatar of Khaine gives Tyrion an innate bound spell, Summon the Glorious Dead, which can be cast at power level 10, 15 or 20 to summon 2D6 + 3, 3D6 + 2 or 4D6 +1 Skeleton Warriors within 9&amp;quot;.&lt;br /&gt;
* The Dragon Armour of Aenarion means he has a 1+ armor save, 4+ Ward save and the Fireborn special rule.&lt;br /&gt;
* The Heart of Avelorn gives him Magic Resistance (2) and when hit by a wound that would kill him, will sacrifice itself to negate the fatal wound if the player rolls a 2+.&lt;br /&gt;
* Widowmaker means Tyrion&#039;s attacks ignore armor, wound automatically, and have Multiple Wounds (D6) - also, this weapon can&#039;t be destroyed by any spell or magic item that normally can screw with hero&#039;s gear like that. Oh yes. This is one magic sword that lives up to the fluff. It will fuck you in half then go back in time and fuck your mother in half too. &lt;br /&gt;
&lt;br /&gt;
He rides Malhandir, and is unique in that he&#039;s the only cavalry special character released as part of the End Times to have a separate profile for himself and his mount. The fluff explanation for this is that Tyrion gets betrayed by Malhandir in the final battle, and is forced to fight on foot. The crunch explanation is simpler: he is cavalry, not a monster like every other character with a combined profile, so we can assume only monsters (and maybe monstrous cavalry) will have combined profiles.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Tyrion 2.jpg&lt;br /&gt;
Image:M2001639a 99810210003 TyrionCFC 873x627.jpg|Tyrion&#039;s model.&lt;br /&gt;
Image:1337396399918.jpg|Tyrion brooding.&lt;br /&gt;
File:End_Times_-_Avatar_of_Khaine_(aka_TYRION_IS_FUCKING_PISSED_OFF_ARKHAM_AND_NAGASH!!!).png|Translation: FUCK YOU ALL!!!!!&lt;br /&gt;
File:Tyrion Total War.jpg&lt;br /&gt;
File:Tyrion and Teclis.jpg&lt;br /&gt;
File:Tyrion End Times.png&lt;br /&gt;
File:Tyrion.png&lt;br /&gt;
File:Tyrion Angry.jpg&lt;br /&gt;
File:Sunfang.png&lt;br /&gt;
File:Tyrion vs Malekith.jpg|Tyrion vs Malekith.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Template:High Elves}}&lt;br /&gt;
{{AoS-Gods}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Age of Sigmar]]&lt;br /&gt;
[[Category:Lumineth Realm-Lords]]&lt;br /&gt;
[[Category:40k and Fantasy Gods]]&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:90DE:BC6F:35FE:2925</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Tyrion&amp;diff=515036</id>
		<title>Tyrion</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Tyrion&amp;diff=515036"/>
		<updated>2020-07-17T02:30:26Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:90DE:BC6F:35FE:2925: /* Age of Sigmar */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Tyrion y Teclis.jpg|right|thumb|400px|Tyrion, with his brother Teclis at the background.]]&lt;br /&gt;
{{Topquote|Temper is a weapon that we hold by the blade.|James M. Barrie}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If you were looking for info on the silver-tongued dwarf from [[A Song of Ice and Fire]], please visit the appropriate page.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If you misspelled and were looking for the old inter-faction paladin Tirion Fordring from [[World of Warcraft]], follow the link.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A [[High Elf]] character from [[Warhammer Fantasy]]. Depending on your opinion, he&#039;s either [[Alice|the ultimate Mary Sue]] or [[Fist of the North Star|just a badass personifying everything neat about the race]]. See below for more details.  &lt;br /&gt;
&lt;br /&gt;
Tyrion, and to some extent [[Teclis]], are both very much inspired by the Noldorian prince Fëanor and his brother Fingolfin from [[the Silmarillion]] - One being the heroic, powerful and fateful warrior with a darker edge, and the other the stoic, empathic brother, who safeguards his brother with love and wisdom, even if said brother treads darker paths. This is only made more apparent in [[the End Times]], in which Tyrion, like Fëanor before him, goes to [[Star Wars|the darker side]] in the pursuit of vengeance and power to defend his people, and ultimately fails and falls, dooming his own people... In WFB, Tyrion kinda forces his people to merge with the Dark Elves by drawing the Widowmaker, and in the Silmarillion, Fëanor not only leaves with most of his kinsmen to Middle Earth and strands them there by burning their fleet, he also kills other Eldar (no, [[Eldar]] as Elves who lived in the Undying Lands, you inbred 40k fuck) to get said fleet, and so, a curse befalls them, which bites his decendants in the ass numerous times later.&lt;br /&gt;
&lt;br /&gt;
==The Legend==&lt;br /&gt;
Tyrion is a total badass who doesn&#039;t give a fuck what you think about him (or a Mary Sue, depending on whether you play High Elves or not). Awhile back, he was an up and coming noble in the courts and being descended from Morelion (son of [[Aenarion]]), he had a pretty substantial fortune as well as a big name to live up to. When the elves in the powdered wigs tried to embarrass him in front of the court, usually by making fun of his twin brother [[Teclis]] who was crippled from birth, he usually responded with a challenge to a duel to the death. He quickly became known as a badass swordsman as well as a douche. Since people started saying he&#039;s Aenarion reborn (that might not be a compliment) he began to wear Aenarion&#039;s armor, which had been passed down the family since it was reclaimed in the days of Tethlis the Slayer. He also was allowed to carry a sword belonging to one of Aenarion&#039;s buddies if he signed them out from the Lothern Museum of Asur History, but he never gave it back and they were too afraid to report it missing. &lt;br /&gt;
&lt;br /&gt;
After adventuring around like a TES character and doing random shit for awhile, Ulthuan got clusterfucked by [[Daemons]] and [[Dark Elves]]. He heard that the [[Everqueen]] was being chased by [[Malekith|Malekith&#039;s]] rapesquad and went to rescue her, killing them but got fucked right up from a poison hidden carefully in the anus of an assassin he was corpse humping after the fight, and Alarielle carried his dumbass around [[Ulthuan]] while he moaned &amp;quot;Bel...Dagobah system...&amp;quot; while running from a [[Keeper of Secrets]]. Then Teclis showed up and facerolled things. After they rejoined the &amp;lt;strike&amp;gt;Rebel Alliance&amp;lt;/strike&amp;gt; rest of the High Elf forces and Tyrion was healed up, Alarielle decided he&#039;d make a great addition to her harem. She gave him a magic engagement necklace that lets him give Death the middle finger, and the God Emperor of Horsekind Malhandir.  Then he SMITE CLEAVE SMITEed 90% of the Dark Elf race personally at the Battle of Finuval Plain. &lt;br /&gt;
&lt;br /&gt;
Then he went back to adventuring, except when Alarielle sends a letter that she wants the cock whereupon he zips right home. He&#039;s a bit emo since Aenarion&#039;s curse makes him think about the [[Widowmaker]] like it&#039;s the ultimate sexual fetish all the time. Thinking about his brother gets his dick soft enough that he can think about Alarielle and get a boner for killing Dark Elves again. When his best bro got killed by Dark Elves, he took the dude&#039;s loli daughter as a squire and taught her how to slap around prissy nobility, brood, and /win battles. If he doesn&#039;t get wasted, he&#039;ll probably be the next Phoenix King, but since he&#039;s buddies with Finubar (also Eltharion, but Elthy is a dick to him now) he&#039;s not looking forward to it. &lt;br /&gt;
&lt;br /&gt;
Currently in the canon story, he&#039;s facerolling [[Vampire Counts]] lead by [[Mannfred von Carstein]] who&#039;s trying to resurrect [[Nagash]] by sacrificing Alarielle and Finubar&#039;s daughter (and hence the next Everqueen, unless Finny dies soon enough for Tyrion to give Alarielle an heir [earlier editions, due to the fact that Finubar is much older than Alarielle and Alarielle became Everqueen shortly before meeting Tyrion, implied that Alarielle was in fact Finubar&#039;s daughter and Tyrion would succeed Finubar as Phoenix King one day. Recent sources from both Black Libary books and now the 8th Edition High Elf army book have confirmed that to be not the case]. Whether or not this is Mr. Ward taking away the most badass High Elf as a potential faction leader or just the way it was always supposed to be is up for debate).  Unfortunately, Mannfred recaptured Aliathra when Tyrion was distracted and used his magic to flee with her.  Tyrion meets High King Thorgrim and his army of Dwarves (who arrived to help them over a debt of honor; they don&#039;t really care about elves now) and insults him like crazy, blaming the Dwarves for the loss of Aliathra and probably undoing that attempt at reconciliation between the two races.&lt;br /&gt;
&lt;br /&gt;
Recently, he&#039;s taken over leadership of the armies of Ulthuan, as the nobles were getting tired of Finubar being a lazy shut-in and were planning to replace him.  He&#039;s also guilty of treason, as the Everqueen cheated on the Phoenix King with Tyrion; Tyrion is Aliathra&#039;s biological father (Which sort of makes his rage against the Dwarves &#039;&#039;&#039;kinda&#039;&#039;&#039; understandable).&lt;br /&gt;
&lt;br /&gt;
==End Times==&lt;br /&gt;
In End Times Tyrion finally gains a personality.  He was worried about his daughter but was grudingly convinced by Teclis, Eltharion and Eldyra to stay and defend Ulthuan from an army of Slaanesh daemons led by N&#039;kari which were planning to kill the High Elves.  He revealed his ineptitude at politics where he tried to intimidate Imrik into obedience, but instead insulted Imrik to the point that he ceded the realm of Caledor from the Phoenix Throne, costing the armies of Ulthuan the might of the dragons.  At the behest of Teclis he attempted to reconcile, but Imrik&#039;s rejection of that put Tyrion in such a foul mood no one, not even Teclis, dared to speak to him for several days.&lt;br /&gt;
&lt;br /&gt;
Eventually he found out that not only were the Dark Elves attacking Ulthuan in unprecedented numbers, but that the realm of Caledor had decided to serve Malekith.  He was furious and only his knowledge of military tactics stopped him from marching on Caledor.  During this time, he started to feel the influence of Khaine more and more strongly.  During this time Tyrion killed Malus Darkblade, who had been taken over by the daemon T&#039;zarkan. Eventually Morathi, who had her own plans, approached Tyrion in the guise of an elven mage and became his consort.  While Tyrion&#039;s court didn&#039;t know who she was, Teclis suspected, and the influence of Khaine was so strong he accepted Morathi&#039;s offer.  During one particularly horrific battle, Nagash returned to life in Sylvania and all the dead became undead.  Tyrion was give an extra power from Khaine and brought the undead under his control, forcing Malekith to use all of his sorcerous power to kill them but forcing him to cede the battle.  Later, Tyrion crossed blades with Tullaris of Har Ganeth who, at Khaine&#039;s behest, urged Tyrion to [https://www.youtube.com/watch?v=rMNKwZTv1d0| strike him down with all his hatred] - which Tyrion did.  &lt;br /&gt;
&lt;br /&gt;
At the Shrine of Khaine, after a fierce battle with Malekith, Tyrion learned about Malekith being accepted as Phoenix King, Teclis&#039; dealings with Nagash and Malekith - including the death of his daughter Aliathra and snapped.   &lt;br /&gt;
Tyrion drew the Widowmaker, becoming an Avatar of Khaine (no, not [[Avatar_of_Khaine#The_Avatar_of_Khaine|that]] one, it&#039;s just a title), gathering a united army of his High Elf lackeys and Khainite Dark Elves and attempting to stop Malekith for becoming the ruler of all elfkind.  Imrik engaged him in battle with three other dragon princes, the four of them riding dragons.  There Imrik did what no one else had done and managed to make a hole in the armor of Aenarion.  However with the Sword of Khaine Tyrion beat him down, Imrik only survived because his dragon flew him to safety while the other three princes and dragons delayed Tyrion at the cost of their lives.&lt;br /&gt;
&lt;br /&gt;
Now under Khaine&#039;s influence, he led his army into Avelorn to claim Alarielle, who had recently returned from Athel Loren and agreed to be pledged to Malekith.   Despite her love for Tyrion she saw how far gone he was and refused to join him.  This led to a battle between the High Elves and Wood Elves.  Orion showed up and fought Tyrion.  But even the demigod of the hunt couldn&#039;t match Khaine&#039;s power, but before Tyrion killed Orion, Orion stabbed Tyrion through the chink Imrik had made and widened it.  The battle ended when Durthu showed up and, instead of fighting Tyrion, grabbed him and [https://www.youtube.com/watch?v=ib084tzN8H0| punted him over the horizon] (complete with that Team Rocket-sparkle - which Tyrion survived of course).  &lt;br /&gt;
&lt;br /&gt;
Angrier than ever, Tyrion ordered his forces to march on the Blighted Isle to stop Malekith and Teclis&#039;s plan to bind the winds of magic to people.  During this time he captured Sea Lord Aislinn, who had turned against Tyrion and was the avatar of Mathlann, the elven god of destruction.  When Tyrion killed him, a massive storm was summoned that sank half of Tyrion&#039;s ships.  He almost won his final battle against Malekith, but gets shot by Alith Anar through that chink in his armor. The Widowmaker becomes a normal sword, Tyrion looks like his normal self again. His body is last seen being carried by Teclis right before Ulthuan sinks. Teclis later uses the heart of averlorn and the flame of ulric to restore Tyrion, freed of the curse of Khaine, then infuse him with the wind of light. Despite being all heroic again, all of the other elves (except Alarielle, who kinda tolerates him) hate him and [[Sigmar]] is his only friend. Had the Incarnates won and the story continued, Tyrion would have probably been exiled by Malekith (who would probably want his father&#039;s armor back), if not killed outright by his people.&lt;br /&gt;
&lt;br /&gt;
When Nagash showed up with an offer of parley, Tyrion was conflicted.  While he knew Nagash was extremely evil and responsible for his daughter&#039;s death, his time as the Avatar of Khaine made him consider that maybe Nagash&#039;s help could be accepted - even when Nagash nearly goaded Tyrion by mocking him about Aliathra&#039;s death.  After accepting Nagash&#039;s help Tyrion and Malekith together captured Bea&#039;lakor while the latter tried to claim Lileath. Tyrion helped in the fight at Middenheim, managing to destroy Ka&#039;bandha&#039;s axe and tank a brass skull thrown by Khorne himself.  He and all the other Incarnates were downed by the magical backlash when Mannfred stabbed Balthazar in the back and stopped them form stabilizing the Rift.  This caused Teclis to take on more magic than he could handle and disintegrated him.  Tyrion was still mad over what Teclis had done, but still loved his brother.  Also seeing Mannfred as his daughter&#039;s killer, Tyrion avenged them both by introducing Mannfred to Sunfang - blade first - and then lighting him on fire from the inside; killing him.  Later Tyrion helped Alarielle to her feet and, together with a pinned Malekith and disintegrating Nagash, held her hand as they watched the Rift expand and the world end.&lt;br /&gt;
&lt;br /&gt;
==Age of Sigmar==&lt;br /&gt;
Tyrion survives the End Times, and becomes a god in the new setting alongside Teclis.  Tyrion explored Hysh looking for his brother and his journeys took him to the realm&#039;s edge.  There, Tyrion met a sun spirit (possibly the spirit of Hysh&#039;s sun and the counterpart to Celennar). He refused to look away and had his eye sockets melted.  Tyrion awoke next to Teclis and found he could see through Teclis&#039; eyes. &lt;br /&gt;
&lt;br /&gt;
After finding Teclis, the twins allied with Sigmar, though goes against his orders and leads his armies alongside the dark elf formerly known as Malekith to capture Slaanesh.&lt;br /&gt;
&lt;br /&gt;
When Slaanesh daemons almost raped hysh to death after the Lumineth civil war he returned to lead the Lumineth counter attack and through his martial skill stayed the tide. Teclis was broing with the moon spirit to change the Lumineth to what they are now.&lt;br /&gt;
&lt;br /&gt;
Currently half the lumineth forces base their culture on Tyrion. The new battletome focuses on Teclis nations so may be more in future releases.&lt;br /&gt;
&lt;br /&gt;
==List of Lovers==&lt;br /&gt;
In order of appearance throughout Tyrion&#039;s life:&lt;br /&gt;
&lt;br /&gt;
* X number of Cothique huntresses.&lt;br /&gt;
* Karaya, an Emeraldsea sailor.&lt;br /&gt;
* Liselle, his cousin.&lt;br /&gt;
* Lady Valeria of Lothern.&lt;br /&gt;
* Lyla, an Avelorn punkrocker with flowers in her hair.&lt;br /&gt;
* That bitch over there.&lt;br /&gt;
* The Beastwoman over here.&lt;br /&gt;
* A vaginally-shaped hole in the wall.&lt;br /&gt;
* A Morathi-shaped waifu pillow.&lt;br /&gt;
* Everqueen Alarielle, whom technically is of distant relation, as both are descendants of Aenarion with he and Astarielle being their great-great-great-great... grandparents.&lt;br /&gt;
* Morathi herself.&lt;br /&gt;
&lt;br /&gt;
==On The Tabletop==&lt;br /&gt;
Taken as his own, Tyrion is the biggest and baddest asskicker for his point cost. He destroys units on his own in a turn, he can take a cannonball to the balls and it&#039;ll only make his dick harder, and his sword shoots fire like a dragon.&lt;br /&gt;
If you can&#039;t actually field him, then proxying a Prince or a Noble on horseback with Armor of Caledor and a magic weapon works as well (this option will allow you to field Alarielle and Tyrion in the same army). &lt;br /&gt;
&lt;br /&gt;
In the End Times, Tyrion, as mentioned above, gets a huge upgrade by drawing [[Widowmaker]] and becoming the Avatar of [[Khaine]]. In this state, he can lead the [[Aestyrion]] as a lord worth 700 points. In this form, he has Always Strikes First, Frenzy, Immune to Psychology, Murderous Prowess, and several new special abilities and nifty gear:&lt;br /&gt;
&lt;br /&gt;
* The Shadow Of Khaine means that Tyrion, and any friendly unit with Murderous Prowess within 12&amp;quot;, rerolls failed To Wound rolls in close combat.&lt;br /&gt;
* Avatar of Khaine gives Tyrion an innate bound spell, Summon the Glorious Dead, which can be cast at power level 10, 15 or 20 to summon 2D6 + 3, 3D6 + 2 or 4D6 +1 Skeleton Warriors within 9&amp;quot;.&lt;br /&gt;
* The Dragon Armour of Aenarion means he has a 1+ armor save, 4+ Ward save and the Fireborn special rule.&lt;br /&gt;
* The Heart of Avelorn gives him Magic Resistance (2) and when hit by a wound that would kill him, will sacrifice itself to negate the fatal wound if the player rolls a 2+.&lt;br /&gt;
* Widowmaker means Tyrion&#039;s attacks ignore armor, wound automatically, and have Multiple Wounds (D6) - also, this weapon can&#039;t be destroyed by any spell or magic item that normally can screw with hero&#039;s gear like that. Oh yes. This is one magic sword that lives up to the fluff. It will fuck you in half then go back in time and fuck your mother in half too. &lt;br /&gt;
&lt;br /&gt;
He rides Malhandir, and is unique in that he&#039;s the only cavalry special character released as part of the End Times to have a separate profile for himself and his mount. The fluff explanation for this is that Tyrion gets betrayed by Malhandir in the final battle, and is forced to fight on foot. The crunch explanation is simpler: he is cavalry, not a monster like every other character with a combined profile, so we can assume only monsters (and maybe monstrous cavalry) will have combined profiles.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Tyrion 2.jpg&lt;br /&gt;
Image:M2001639a 99810210003 TyrionCFC 873x627.jpg|Tyrion&#039;s model.&lt;br /&gt;
Image:1337396399918.jpg|Tyrion brooding.&lt;br /&gt;
File:End_Times_-_Avatar_of_Khaine_(aka_TYRION_IS_FUCKING_PISSED_OFF_ARKHAM_AND_NAGASH!!!).png|Translation: FUCK YOU ALL!!!!!&lt;br /&gt;
File:Tyrion Total War.jpg&lt;br /&gt;
File:Tyrion and Teclis.jpg&lt;br /&gt;
File:Tyrion End Times.png&lt;br /&gt;
File:Tyrion.png&lt;br /&gt;
File:Tyrion Angry.jpg&lt;br /&gt;
File:Sunfang.png&lt;br /&gt;
File:Tyrion vs Malekith.jpg|Tyrion vs Malekith.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Template:High Elves}}&lt;br /&gt;
{{AoS-Gods}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Age of Sigmar]]&lt;br /&gt;
[[Category:Lumineth Realm-Lords]]&lt;br /&gt;
[[Category:40k and Fantasy Gods]]&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:90DE:BC6F:35FE:2925</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Tyrion&amp;diff=515035</id>
		<title>Tyrion</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Tyrion&amp;diff=515035"/>
		<updated>2020-07-17T02:29:40Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:90DE:BC6F:35FE:2925: /* Age of Sigmar */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Tyrion y Teclis.jpg|right|thumb|400px|Tyrion, with his brother Teclis at the background.]]&lt;br /&gt;
{{Topquote|Temper is a weapon that we hold by the blade.|James M. Barrie}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If you were looking for info on the silver-tongued dwarf from [[A Song of Ice and Fire]], please visit the appropriate page.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If you misspelled and were looking for the old inter-faction paladin Tirion Fordring from [[World of Warcraft]], follow the link.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A [[High Elf]] character from [[Warhammer Fantasy]]. Depending on your opinion, he&#039;s either [[Alice|the ultimate Mary Sue]] or [[Fist of the North Star|just a badass personifying everything neat about the race]]. See below for more details.  &lt;br /&gt;
&lt;br /&gt;
Tyrion, and to some extent [[Teclis]], are both very much inspired by the Noldorian prince Fëanor and his brother Fingolfin from [[the Silmarillion]] - One being the heroic, powerful and fateful warrior with a darker edge, and the other the stoic, empathic brother, who safeguards his brother with love and wisdom, even if said brother treads darker paths. This is only made more apparent in [[the End Times]], in which Tyrion, like Fëanor before him, goes to [[Star Wars|the darker side]] in the pursuit of vengeance and power to defend his people, and ultimately fails and falls, dooming his own people... In WFB, Tyrion kinda forces his people to merge with the Dark Elves by drawing the Widowmaker, and in the Silmarillion, Fëanor not only leaves with most of his kinsmen to Middle Earth and strands them there by burning their fleet, he also kills other Eldar (no, [[Eldar]] as Elves who lived in the Undying Lands, you inbred 40k fuck) to get said fleet, and so, a curse befalls them, which bites his decendants in the ass numerous times later.&lt;br /&gt;
&lt;br /&gt;
==The Legend==&lt;br /&gt;
Tyrion is a total badass who doesn&#039;t give a fuck what you think about him (or a Mary Sue, depending on whether you play High Elves or not). Awhile back, he was an up and coming noble in the courts and being descended from Morelion (son of [[Aenarion]]), he had a pretty substantial fortune as well as a big name to live up to. When the elves in the powdered wigs tried to embarrass him in front of the court, usually by making fun of his twin brother [[Teclis]] who was crippled from birth, he usually responded with a challenge to a duel to the death. He quickly became known as a badass swordsman as well as a douche. Since people started saying he&#039;s Aenarion reborn (that might not be a compliment) he began to wear Aenarion&#039;s armor, which had been passed down the family since it was reclaimed in the days of Tethlis the Slayer. He also was allowed to carry a sword belonging to one of Aenarion&#039;s buddies if he signed them out from the Lothern Museum of Asur History, but he never gave it back and they were too afraid to report it missing. &lt;br /&gt;
&lt;br /&gt;
After adventuring around like a TES character and doing random shit for awhile, Ulthuan got clusterfucked by [[Daemons]] and [[Dark Elves]]. He heard that the [[Everqueen]] was being chased by [[Malekith|Malekith&#039;s]] rapesquad and went to rescue her, killing them but got fucked right up from a poison hidden carefully in the anus of an assassin he was corpse humping after the fight, and Alarielle carried his dumbass around [[Ulthuan]] while he moaned &amp;quot;Bel...Dagobah system...&amp;quot; while running from a [[Keeper of Secrets]]. Then Teclis showed up and facerolled things. After they rejoined the &amp;lt;strike&amp;gt;Rebel Alliance&amp;lt;/strike&amp;gt; rest of the High Elf forces and Tyrion was healed up, Alarielle decided he&#039;d make a great addition to her harem. She gave him a magic engagement necklace that lets him give Death the middle finger, and the God Emperor of Horsekind Malhandir.  Then he SMITE CLEAVE SMITEed 90% of the Dark Elf race personally at the Battle of Finuval Plain. &lt;br /&gt;
&lt;br /&gt;
Then he went back to adventuring, except when Alarielle sends a letter that she wants the cock whereupon he zips right home. He&#039;s a bit emo since Aenarion&#039;s curse makes him think about the [[Widowmaker]] like it&#039;s the ultimate sexual fetish all the time. Thinking about his brother gets his dick soft enough that he can think about Alarielle and get a boner for killing Dark Elves again. When his best bro got killed by Dark Elves, he took the dude&#039;s loli daughter as a squire and taught her how to slap around prissy nobility, brood, and /win battles. If he doesn&#039;t get wasted, he&#039;ll probably be the next Phoenix King, but since he&#039;s buddies with Finubar (also Eltharion, but Elthy is a dick to him now) he&#039;s not looking forward to it. &lt;br /&gt;
&lt;br /&gt;
Currently in the canon story, he&#039;s facerolling [[Vampire Counts]] lead by [[Mannfred von Carstein]] who&#039;s trying to resurrect [[Nagash]] by sacrificing Alarielle and Finubar&#039;s daughter (and hence the next Everqueen, unless Finny dies soon enough for Tyrion to give Alarielle an heir [earlier editions, due to the fact that Finubar is much older than Alarielle and Alarielle became Everqueen shortly before meeting Tyrion, implied that Alarielle was in fact Finubar&#039;s daughter and Tyrion would succeed Finubar as Phoenix King one day. Recent sources from both Black Libary books and now the 8th Edition High Elf army book have confirmed that to be not the case]. Whether or not this is Mr. Ward taking away the most badass High Elf as a potential faction leader or just the way it was always supposed to be is up for debate).  Unfortunately, Mannfred recaptured Aliathra when Tyrion was distracted and used his magic to flee with her.  Tyrion meets High King Thorgrim and his army of Dwarves (who arrived to help them over a debt of honor; they don&#039;t really care about elves now) and insults him like crazy, blaming the Dwarves for the loss of Aliathra and probably undoing that attempt at reconciliation between the two races.&lt;br /&gt;
&lt;br /&gt;
Recently, he&#039;s taken over leadership of the armies of Ulthuan, as the nobles were getting tired of Finubar being a lazy shut-in and were planning to replace him.  He&#039;s also guilty of treason, as the Everqueen cheated on the Phoenix King with Tyrion; Tyrion is Aliathra&#039;s biological father (Which sort of makes his rage against the Dwarves &#039;&#039;&#039;kinda&#039;&#039;&#039; understandable).&lt;br /&gt;
&lt;br /&gt;
==End Times==&lt;br /&gt;
In End Times Tyrion finally gains a personality.  He was worried about his daughter but was grudingly convinced by Teclis, Eltharion and Eldyra to stay and defend Ulthuan from an army of Slaanesh daemons led by N&#039;kari which were planning to kill the High Elves.  He revealed his ineptitude at politics where he tried to intimidate Imrik into obedience, but instead insulted Imrik to the point that he ceded the realm of Caledor from the Phoenix Throne, costing the armies of Ulthuan the might of the dragons.  At the behest of Teclis he attempted to reconcile, but Imrik&#039;s rejection of that put Tyrion in such a foul mood no one, not even Teclis, dared to speak to him for several days.&lt;br /&gt;
&lt;br /&gt;
Eventually he found out that not only were the Dark Elves attacking Ulthuan in unprecedented numbers, but that the realm of Caledor had decided to serve Malekith.  He was furious and only his knowledge of military tactics stopped him from marching on Caledor.  During this time, he started to feel the influence of Khaine more and more strongly.  During this time Tyrion killed Malus Darkblade, who had been taken over by the daemon T&#039;zarkan. Eventually Morathi, who had her own plans, approached Tyrion in the guise of an elven mage and became his consort.  While Tyrion&#039;s court didn&#039;t know who she was, Teclis suspected, and the influence of Khaine was so strong he accepted Morathi&#039;s offer.  During one particularly horrific battle, Nagash returned to life in Sylvania and all the dead became undead.  Tyrion was give an extra power from Khaine and brought the undead under his control, forcing Malekith to use all of his sorcerous power to kill them but forcing him to cede the battle.  Later, Tyrion crossed blades with Tullaris of Har Ganeth who, at Khaine&#039;s behest, urged Tyrion to [https://www.youtube.com/watch?v=rMNKwZTv1d0| strike him down with all his hatred] - which Tyrion did.  &lt;br /&gt;
&lt;br /&gt;
At the Shrine of Khaine, after a fierce battle with Malekith, Tyrion learned about Malekith being accepted as Phoenix King, Teclis&#039; dealings with Nagash and Malekith - including the death of his daughter Aliathra and snapped.   &lt;br /&gt;
Tyrion drew the Widowmaker, becoming an Avatar of Khaine (no, not [[Avatar_of_Khaine#The_Avatar_of_Khaine|that]] one, it&#039;s just a title), gathering a united army of his High Elf lackeys and Khainite Dark Elves and attempting to stop Malekith for becoming the ruler of all elfkind.  Imrik engaged him in battle with three other dragon princes, the four of them riding dragons.  There Imrik did what no one else had done and managed to make a hole in the armor of Aenarion.  However with the Sword of Khaine Tyrion beat him down, Imrik only survived because his dragon flew him to safety while the other three princes and dragons delayed Tyrion at the cost of their lives.&lt;br /&gt;
&lt;br /&gt;
Now under Khaine&#039;s influence, he led his army into Avelorn to claim Alarielle, who had recently returned from Athel Loren and agreed to be pledged to Malekith.   Despite her love for Tyrion she saw how far gone he was and refused to join him.  This led to a battle between the High Elves and Wood Elves.  Orion showed up and fought Tyrion.  But even the demigod of the hunt couldn&#039;t match Khaine&#039;s power, but before Tyrion killed Orion, Orion stabbed Tyrion through the chink Imrik had made and widened it.  The battle ended when Durthu showed up and, instead of fighting Tyrion, grabbed him and [https://www.youtube.com/watch?v=ib084tzN8H0| punted him over the horizon] (complete with that Team Rocket-sparkle - which Tyrion survived of course).  &lt;br /&gt;
&lt;br /&gt;
Angrier than ever, Tyrion ordered his forces to march on the Blighted Isle to stop Malekith and Teclis&#039;s plan to bind the winds of magic to people.  During this time he captured Sea Lord Aislinn, who had turned against Tyrion and was the avatar of Mathlann, the elven god of destruction.  When Tyrion killed him, a massive storm was summoned that sank half of Tyrion&#039;s ships.  He almost won his final battle against Malekith, but gets shot by Alith Anar through that chink in his armor. The Widowmaker becomes a normal sword, Tyrion looks like his normal self again. His body is last seen being carried by Teclis right before Ulthuan sinks. Teclis later uses the heart of averlorn and the flame of ulric to restore Tyrion, freed of the curse of Khaine, then infuse him with the wind of light. Despite being all heroic again, all of the other elves (except Alarielle, who kinda tolerates him) hate him and [[Sigmar]] is his only friend. Had the Incarnates won and the story continued, Tyrion would have probably been exiled by Malekith (who would probably want his father&#039;s armor back), if not killed outright by his people.&lt;br /&gt;
&lt;br /&gt;
When Nagash showed up with an offer of parley, Tyrion was conflicted.  While he knew Nagash was extremely evil and responsible for his daughter&#039;s death, his time as the Avatar of Khaine made him consider that maybe Nagash&#039;s help could be accepted - even when Nagash nearly goaded Tyrion by mocking him about Aliathra&#039;s death.  After accepting Nagash&#039;s help Tyrion and Malekith together captured Bea&#039;lakor while the latter tried to claim Lileath. Tyrion helped in the fight at Middenheim, managing to destroy Ka&#039;bandha&#039;s axe and tank a brass skull thrown by Khorne himself.  He and all the other Incarnates were downed by the magical backlash when Mannfred stabbed Balthazar in the back and stopped them form stabilizing the Rift.  This caused Teclis to take on more magic than he could handle and disintegrated him.  Tyrion was still mad over what Teclis had done, but still loved his brother.  Also seeing Mannfred as his daughter&#039;s killer, Tyrion avenged them both by introducing Mannfred to Sunfang - blade first - and then lighting him on fire from the inside; killing him.  Later Tyrion helped Alarielle to her feet and, together with a pinned Malekith and disintegrating Nagash, held her hand as they watched the Rift expand and the world end.&lt;br /&gt;
&lt;br /&gt;
==Age of Sigmar==&lt;br /&gt;
Tyrion survives the End Times, and becomes a god in the new setting alongside Teclis.  Tyrion explored Hysh looking for his brother and found his way to the realm&#039;s edge.  There, Tyrion met a sun spirit (possibly the spirit of Hysh&#039;s sun and a counterpoint to Celennar). He refused to look away and had his eye sockets melted.  Tyrion awoke next to Teclis and found he could see through Teclis&#039; eyes. &lt;br /&gt;
&lt;br /&gt;
After finding Teclis, the twins allied with Sigmar, though goes against his orders and leads his armies alongside the dark elf formerly known as Malekith to capture Slaanesh.&lt;br /&gt;
&lt;br /&gt;
When Slaanesh daemons almost raped hysh to death after the Lumineth civil war he returned to lead the Lumineth counter attack and through his martial skill stayed the tide. Teclis was broing with the moon spirit to change the Lumineth to what they are now.&lt;br /&gt;
&lt;br /&gt;
Currently half the lumineth forces base their culture on Tyrion. The new battletome focuses on Teclis nations so may be more in future releases.&lt;br /&gt;
&lt;br /&gt;
==List of Lovers==&lt;br /&gt;
In order of appearance throughout Tyrion&#039;s life:&lt;br /&gt;
&lt;br /&gt;
* X number of Cothique huntresses.&lt;br /&gt;
* Karaya, an Emeraldsea sailor.&lt;br /&gt;
* Liselle, his cousin.&lt;br /&gt;
* Lady Valeria of Lothern.&lt;br /&gt;
* Lyla, an Avelorn punkrocker with flowers in her hair.&lt;br /&gt;
* That bitch over there.&lt;br /&gt;
* The Beastwoman over here.&lt;br /&gt;
* A vaginally-shaped hole in the wall.&lt;br /&gt;
* A Morathi-shaped waifu pillow.&lt;br /&gt;
* Everqueen Alarielle, whom technically is of distant relation, as both are descendants of Aenarion with he and Astarielle being their great-great-great-great... grandparents.&lt;br /&gt;
* Morathi herself.&lt;br /&gt;
&lt;br /&gt;
==On The Tabletop==&lt;br /&gt;
Taken as his own, Tyrion is the biggest and baddest asskicker for his point cost. He destroys units on his own in a turn, he can take a cannonball to the balls and it&#039;ll only make his dick harder, and his sword shoots fire like a dragon.&lt;br /&gt;
If you can&#039;t actually field him, then proxying a Prince or a Noble on horseback with Armor of Caledor and a magic weapon works as well (this option will allow you to field Alarielle and Tyrion in the same army). &lt;br /&gt;
&lt;br /&gt;
In the End Times, Tyrion, as mentioned above, gets a huge upgrade by drawing [[Widowmaker]] and becoming the Avatar of [[Khaine]]. In this state, he can lead the [[Aestyrion]] as a lord worth 700 points. In this form, he has Always Strikes First, Frenzy, Immune to Psychology, Murderous Prowess, and several new special abilities and nifty gear:&lt;br /&gt;
&lt;br /&gt;
* The Shadow Of Khaine means that Tyrion, and any friendly unit with Murderous Prowess within 12&amp;quot;, rerolls failed To Wound rolls in close combat.&lt;br /&gt;
* Avatar of Khaine gives Tyrion an innate bound spell, Summon the Glorious Dead, which can be cast at power level 10, 15 or 20 to summon 2D6 + 3, 3D6 + 2 or 4D6 +1 Skeleton Warriors within 9&amp;quot;.&lt;br /&gt;
* The Dragon Armour of Aenarion means he has a 1+ armor save, 4+ Ward save and the Fireborn special rule.&lt;br /&gt;
* The Heart of Avelorn gives him Magic Resistance (2) and when hit by a wound that would kill him, will sacrifice itself to negate the fatal wound if the player rolls a 2+.&lt;br /&gt;
* Widowmaker means Tyrion&#039;s attacks ignore armor, wound automatically, and have Multiple Wounds (D6) - also, this weapon can&#039;t be destroyed by any spell or magic item that normally can screw with hero&#039;s gear like that. Oh yes. This is one magic sword that lives up to the fluff. It will fuck you in half then go back in time and fuck your mother in half too. &lt;br /&gt;
&lt;br /&gt;
He rides Malhandir, and is unique in that he&#039;s the only cavalry special character released as part of the End Times to have a separate profile for himself and his mount. The fluff explanation for this is that Tyrion gets betrayed by Malhandir in the final battle, and is forced to fight on foot. The crunch explanation is simpler: he is cavalry, not a monster like every other character with a combined profile, so we can assume only monsters (and maybe monstrous cavalry) will have combined profiles.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Tyrion 2.jpg&lt;br /&gt;
Image:M2001639a 99810210003 TyrionCFC 873x627.jpg|Tyrion&#039;s model.&lt;br /&gt;
Image:1337396399918.jpg|Tyrion brooding.&lt;br /&gt;
File:End_Times_-_Avatar_of_Khaine_(aka_TYRION_IS_FUCKING_PISSED_OFF_ARKHAM_AND_NAGASH!!!).png|Translation: FUCK YOU ALL!!!!!&lt;br /&gt;
File:Tyrion Total War.jpg&lt;br /&gt;
File:Tyrion and Teclis.jpg&lt;br /&gt;
File:Tyrion End Times.png&lt;br /&gt;
File:Tyrion.png&lt;br /&gt;
File:Tyrion Angry.jpg&lt;br /&gt;
File:Sunfang.png&lt;br /&gt;
File:Tyrion vs Malekith.jpg|Tyrion vs Malekith.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Template:High Elves}}&lt;br /&gt;
{{AoS-Gods}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Age of Sigmar]]&lt;br /&gt;
[[Category:Lumineth Realm-Lords]]&lt;br /&gt;
[[Category:40k and Fantasy Gods]]&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:90DE:BC6F:35FE:2925</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Tyrion&amp;diff=515034</id>
		<title>Tyrion</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Tyrion&amp;diff=515034"/>
		<updated>2020-07-17T02:28:10Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:90DE:BC6F:35FE:2925: /* Age of Sigmar */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Tyrion y Teclis.jpg|right|thumb|400px|Tyrion, with his brother Teclis at the background.]]&lt;br /&gt;
{{Topquote|Temper is a weapon that we hold by the blade.|James M. Barrie}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If you were looking for info on the silver-tongued dwarf from [[A Song of Ice and Fire]], please visit the appropriate page.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If you misspelled and were looking for the old inter-faction paladin Tirion Fordring from [[World of Warcraft]], follow the link.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A [[High Elf]] character from [[Warhammer Fantasy]]. Depending on your opinion, he&#039;s either [[Alice|the ultimate Mary Sue]] or [[Fist of the North Star|just a badass personifying everything neat about the race]]. See below for more details.  &lt;br /&gt;
&lt;br /&gt;
Tyrion, and to some extent [[Teclis]], are both very much inspired by the Noldorian prince Fëanor and his brother Fingolfin from [[the Silmarillion]] - One being the heroic, powerful and fateful warrior with a darker edge, and the other the stoic, empathic brother, who safeguards his brother with love and wisdom, even if said brother treads darker paths. This is only made more apparent in [[the End Times]], in which Tyrion, like Fëanor before him, goes to [[Star Wars|the darker side]] in the pursuit of vengeance and power to defend his people, and ultimately fails and falls, dooming his own people... In WFB, Tyrion kinda forces his people to merge with the Dark Elves by drawing the Widowmaker, and in the Silmarillion, Fëanor not only leaves with most of his kinsmen to Middle Earth and strands them there by burning their fleet, he also kills other Eldar (no, [[Eldar]] as Elves who lived in the Undying Lands, you inbred 40k fuck) to get said fleet, and so, a curse befalls them, which bites his decendants in the ass numerous times later.&lt;br /&gt;
&lt;br /&gt;
==The Legend==&lt;br /&gt;
Tyrion is a total badass who doesn&#039;t give a fuck what you think about him (or a Mary Sue, depending on whether you play High Elves or not). Awhile back, he was an up and coming noble in the courts and being descended from Morelion (son of [[Aenarion]]), he had a pretty substantial fortune as well as a big name to live up to. When the elves in the powdered wigs tried to embarrass him in front of the court, usually by making fun of his twin brother [[Teclis]] who was crippled from birth, he usually responded with a challenge to a duel to the death. He quickly became known as a badass swordsman as well as a douche. Since people started saying he&#039;s Aenarion reborn (that might not be a compliment) he began to wear Aenarion&#039;s armor, which had been passed down the family since it was reclaimed in the days of Tethlis the Slayer. He also was allowed to carry a sword belonging to one of Aenarion&#039;s buddies if he signed them out from the Lothern Museum of Asur History, but he never gave it back and they were too afraid to report it missing. &lt;br /&gt;
&lt;br /&gt;
After adventuring around like a TES character and doing random shit for awhile, Ulthuan got clusterfucked by [[Daemons]] and [[Dark Elves]]. He heard that the [[Everqueen]] was being chased by [[Malekith|Malekith&#039;s]] rapesquad and went to rescue her, killing them but got fucked right up from a poison hidden carefully in the anus of an assassin he was corpse humping after the fight, and Alarielle carried his dumbass around [[Ulthuan]] while he moaned &amp;quot;Bel...Dagobah system...&amp;quot; while running from a [[Keeper of Secrets]]. Then Teclis showed up and facerolled things. After they rejoined the &amp;lt;strike&amp;gt;Rebel Alliance&amp;lt;/strike&amp;gt; rest of the High Elf forces and Tyrion was healed up, Alarielle decided he&#039;d make a great addition to her harem. She gave him a magic engagement necklace that lets him give Death the middle finger, and the God Emperor of Horsekind Malhandir.  Then he SMITE CLEAVE SMITEed 90% of the Dark Elf race personally at the Battle of Finuval Plain. &lt;br /&gt;
&lt;br /&gt;
Then he went back to adventuring, except when Alarielle sends a letter that she wants the cock whereupon he zips right home. He&#039;s a bit emo since Aenarion&#039;s curse makes him think about the [[Widowmaker]] like it&#039;s the ultimate sexual fetish all the time. Thinking about his brother gets his dick soft enough that he can think about Alarielle and get a boner for killing Dark Elves again. When his best bro got killed by Dark Elves, he took the dude&#039;s loli daughter as a squire and taught her how to slap around prissy nobility, brood, and /win battles. If he doesn&#039;t get wasted, he&#039;ll probably be the next Phoenix King, but since he&#039;s buddies with Finubar (also Eltharion, but Elthy is a dick to him now) he&#039;s not looking forward to it. &lt;br /&gt;
&lt;br /&gt;
Currently in the canon story, he&#039;s facerolling [[Vampire Counts]] lead by [[Mannfred von Carstein]] who&#039;s trying to resurrect [[Nagash]] by sacrificing Alarielle and Finubar&#039;s daughter (and hence the next Everqueen, unless Finny dies soon enough for Tyrion to give Alarielle an heir [earlier editions, due to the fact that Finubar is much older than Alarielle and Alarielle became Everqueen shortly before meeting Tyrion, implied that Alarielle was in fact Finubar&#039;s daughter and Tyrion would succeed Finubar as Phoenix King one day. Recent sources from both Black Libary books and now the 8th Edition High Elf army book have confirmed that to be not the case]. Whether or not this is Mr. Ward taking away the most badass High Elf as a potential faction leader or just the way it was always supposed to be is up for debate).  Unfortunately, Mannfred recaptured Aliathra when Tyrion was distracted and used his magic to flee with her.  Tyrion meets High King Thorgrim and his army of Dwarves (who arrived to help them over a debt of honor; they don&#039;t really care about elves now) and insults him like crazy, blaming the Dwarves for the loss of Aliathra and probably undoing that attempt at reconciliation between the two races.&lt;br /&gt;
&lt;br /&gt;
Recently, he&#039;s taken over leadership of the armies of Ulthuan, as the nobles were getting tired of Finubar being a lazy shut-in and were planning to replace him.  He&#039;s also guilty of treason, as the Everqueen cheated on the Phoenix King with Tyrion; Tyrion is Aliathra&#039;s biological father (Which sort of makes his rage against the Dwarves &#039;&#039;&#039;kinda&#039;&#039;&#039; understandable).&lt;br /&gt;
&lt;br /&gt;
==End Times==&lt;br /&gt;
In End Times Tyrion finally gains a personality.  He was worried about his daughter but was grudingly convinced by Teclis, Eltharion and Eldyra to stay and defend Ulthuan from an army of Slaanesh daemons led by N&#039;kari which were planning to kill the High Elves.  He revealed his ineptitude at politics where he tried to intimidate Imrik into obedience, but instead insulted Imrik to the point that he ceded the realm of Caledor from the Phoenix Throne, costing the armies of Ulthuan the might of the dragons.  At the behest of Teclis he attempted to reconcile, but Imrik&#039;s rejection of that put Tyrion in such a foul mood no one, not even Teclis, dared to speak to him for several days.&lt;br /&gt;
&lt;br /&gt;
Eventually he found out that not only were the Dark Elves attacking Ulthuan in unprecedented numbers, but that the realm of Caledor had decided to serve Malekith.  He was furious and only his knowledge of military tactics stopped him from marching on Caledor.  During this time, he started to feel the influence of Khaine more and more strongly.  During this time Tyrion killed Malus Darkblade, who had been taken over by the daemon T&#039;zarkan. Eventually Morathi, who had her own plans, approached Tyrion in the guise of an elven mage and became his consort.  While Tyrion&#039;s court didn&#039;t know who she was, Teclis suspected, and the influence of Khaine was so strong he accepted Morathi&#039;s offer.  During one particularly horrific battle, Nagash returned to life in Sylvania and all the dead became undead.  Tyrion was give an extra power from Khaine and brought the undead under his control, forcing Malekith to use all of his sorcerous power to kill them but forcing him to cede the battle.  Later, Tyrion crossed blades with Tullaris of Har Ganeth who, at Khaine&#039;s behest, urged Tyrion to [https://www.youtube.com/watch?v=rMNKwZTv1d0| strike him down with all his hatred] - which Tyrion did.  &lt;br /&gt;
&lt;br /&gt;
At the Shrine of Khaine, after a fierce battle with Malekith, Tyrion learned about Malekith being accepted as Phoenix King, Teclis&#039; dealings with Nagash and Malekith - including the death of his daughter Aliathra and snapped.   &lt;br /&gt;
Tyrion drew the Widowmaker, becoming an Avatar of Khaine (no, not [[Avatar_of_Khaine#The_Avatar_of_Khaine|that]] one, it&#039;s just a title), gathering a united army of his High Elf lackeys and Khainite Dark Elves and attempting to stop Malekith for becoming the ruler of all elfkind.  Imrik engaged him in battle with three other dragon princes, the four of them riding dragons.  There Imrik did what no one else had done and managed to make a hole in the armor of Aenarion.  However with the Sword of Khaine Tyrion beat him down, Imrik only survived because his dragon flew him to safety while the other three princes and dragons delayed Tyrion at the cost of their lives.&lt;br /&gt;
&lt;br /&gt;
Now under Khaine&#039;s influence, he led his army into Avelorn to claim Alarielle, who had recently returned from Athel Loren and agreed to be pledged to Malekith.   Despite her love for Tyrion she saw how far gone he was and refused to join him.  This led to a battle between the High Elves and Wood Elves.  Orion showed up and fought Tyrion.  But even the demigod of the hunt couldn&#039;t match Khaine&#039;s power, but before Tyrion killed Orion, Orion stabbed Tyrion through the chink Imrik had made and widened it.  The battle ended when Durthu showed up and, instead of fighting Tyrion, grabbed him and [https://www.youtube.com/watch?v=ib084tzN8H0| punted him over the horizon] (complete with that Team Rocket-sparkle - which Tyrion survived of course).  &lt;br /&gt;
&lt;br /&gt;
Angrier than ever, Tyrion ordered his forces to march on the Blighted Isle to stop Malekith and Teclis&#039;s plan to bind the winds of magic to people.  During this time he captured Sea Lord Aislinn, who had turned against Tyrion and was the avatar of Mathlann, the elven god of destruction.  When Tyrion killed him, a massive storm was summoned that sank half of Tyrion&#039;s ships.  He almost won his final battle against Malekith, but gets shot by Alith Anar through that chink in his armor. The Widowmaker becomes a normal sword, Tyrion looks like his normal self again. His body is last seen being carried by Teclis right before Ulthuan sinks. Teclis later uses the heart of averlorn and the flame of ulric to restore Tyrion, freed of the curse of Khaine, then infuse him with the wind of light. Despite being all heroic again, all of the other elves (except Alarielle, who kinda tolerates him) hate him and [[Sigmar]] is his only friend. Had the Incarnates won and the story continued, Tyrion would have probably been exiled by Malekith (who would probably want his father&#039;s armor back), if not killed outright by his people.&lt;br /&gt;
&lt;br /&gt;
When Nagash showed up with an offer of parley, Tyrion was conflicted.  While he knew Nagash was extremely evil and responsible for his daughter&#039;s death, his time as the Avatar of Khaine made him consider that maybe Nagash&#039;s help could be accepted - even when Nagash nearly goaded Tyrion by mocking him about Aliathra&#039;s death.  After accepting Nagash&#039;s help Tyrion and Malekith together captured Bea&#039;lakor while the latter tried to claim Lileath. Tyrion helped in the fight at Middenheim, managing to destroy Ka&#039;bandha&#039;s axe and tank a brass skull thrown by Khorne himself.  He and all the other Incarnates were downed by the magical backlash when Mannfred stabbed Balthazar in the back and stopped them form stabilizing the Rift.  This caused Teclis to take on more magic than he could handle and disintegrated him.  Tyrion was still mad over what Teclis had done, but still loved his brother.  Also seeing Mannfred as his daughter&#039;s killer, Tyrion avenged them both by introducing Mannfred to Sunfang - blade first - and then lighting him on fire from the inside; killing him.  Later Tyrion helped Alarielle to her feet and, together with a pinned Malekith and disintegrating Nagash, held her hand as they watched the Rift expand and the world end.&lt;br /&gt;
&lt;br /&gt;
==Age of Sigmar==&lt;br /&gt;
Tyrion survives the End Times, and becomes a god in the new setting alongside Teclis.  Tyrion explored Hysh looking for his brother. &lt;br /&gt;
Tyrion became blind by journeying to the edge of hysh and meeting a sun spirit. He refused to look away and had his eye sockets melted. He awoke next to Teclis and found he could see through his eyes. &lt;br /&gt;
&lt;br /&gt;
After finding Teclis, the twins allied with Sigmar, though goes against his orders and leads his armies alongside the dark elf formerly known as Malekith to capture Slaanesh.&lt;br /&gt;
&lt;br /&gt;
When Slaanesh daemons almost raped hysh to death after the Lumineth civil war he returned to lead the Lumineth counter attack and through his martial skill stayed the tide. Teclis was broing with the moon spirit to change the Lumineth to what they are now.&lt;br /&gt;
&lt;br /&gt;
Currently half the lumineth forces base their culture on Tyrion. The new battletome focuses on Teclis nations so may be more in future releases.&lt;br /&gt;
&lt;br /&gt;
==List of Lovers==&lt;br /&gt;
In order of appearance throughout Tyrion&#039;s life:&lt;br /&gt;
&lt;br /&gt;
* X number of Cothique huntresses.&lt;br /&gt;
* Karaya, an Emeraldsea sailor.&lt;br /&gt;
* Liselle, his cousin.&lt;br /&gt;
* Lady Valeria of Lothern.&lt;br /&gt;
* Lyla, an Avelorn punkrocker with flowers in her hair.&lt;br /&gt;
* That bitch over there.&lt;br /&gt;
* The Beastwoman over here.&lt;br /&gt;
* A vaginally-shaped hole in the wall.&lt;br /&gt;
* A Morathi-shaped waifu pillow.&lt;br /&gt;
* Everqueen Alarielle, whom technically is of distant relation, as both are descendants of Aenarion with he and Astarielle being their great-great-great-great... grandparents.&lt;br /&gt;
* Morathi herself.&lt;br /&gt;
&lt;br /&gt;
==On The Tabletop==&lt;br /&gt;
Taken as his own, Tyrion is the biggest and baddest asskicker for his point cost. He destroys units on his own in a turn, he can take a cannonball to the balls and it&#039;ll only make his dick harder, and his sword shoots fire like a dragon.&lt;br /&gt;
If you can&#039;t actually field him, then proxying a Prince or a Noble on horseback with Armor of Caledor and a magic weapon works as well (this option will allow you to field Alarielle and Tyrion in the same army). &lt;br /&gt;
&lt;br /&gt;
In the End Times, Tyrion, as mentioned above, gets a huge upgrade by drawing [[Widowmaker]] and becoming the Avatar of [[Khaine]]. In this state, he can lead the [[Aestyrion]] as a lord worth 700 points. In this form, he has Always Strikes First, Frenzy, Immune to Psychology, Murderous Prowess, and several new special abilities and nifty gear:&lt;br /&gt;
&lt;br /&gt;
* The Shadow Of Khaine means that Tyrion, and any friendly unit with Murderous Prowess within 12&amp;quot;, rerolls failed To Wound rolls in close combat.&lt;br /&gt;
* Avatar of Khaine gives Tyrion an innate bound spell, Summon the Glorious Dead, which can be cast at power level 10, 15 or 20 to summon 2D6 + 3, 3D6 + 2 or 4D6 +1 Skeleton Warriors within 9&amp;quot;.&lt;br /&gt;
* The Dragon Armour of Aenarion means he has a 1+ armor save, 4+ Ward save and the Fireborn special rule.&lt;br /&gt;
* The Heart of Avelorn gives him Magic Resistance (2) and when hit by a wound that would kill him, will sacrifice itself to negate the fatal wound if the player rolls a 2+.&lt;br /&gt;
* Widowmaker means Tyrion&#039;s attacks ignore armor, wound automatically, and have Multiple Wounds (D6) - also, this weapon can&#039;t be destroyed by any spell or magic item that normally can screw with hero&#039;s gear like that. Oh yes. This is one magic sword that lives up to the fluff. It will fuck you in half then go back in time and fuck your mother in half too. &lt;br /&gt;
&lt;br /&gt;
He rides Malhandir, and is unique in that he&#039;s the only cavalry special character released as part of the End Times to have a separate profile for himself and his mount. The fluff explanation for this is that Tyrion gets betrayed by Malhandir in the final battle, and is forced to fight on foot. The crunch explanation is simpler: he is cavalry, not a monster like every other character with a combined profile, so we can assume only monsters (and maybe monstrous cavalry) will have combined profiles.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Tyrion 2.jpg&lt;br /&gt;
Image:M2001639a 99810210003 TyrionCFC 873x627.jpg|Tyrion&#039;s model.&lt;br /&gt;
Image:1337396399918.jpg|Tyrion brooding.&lt;br /&gt;
File:End_Times_-_Avatar_of_Khaine_(aka_TYRION_IS_FUCKING_PISSED_OFF_ARKHAM_AND_NAGASH!!!).png|Translation: FUCK YOU ALL!!!!!&lt;br /&gt;
File:Tyrion Total War.jpg&lt;br /&gt;
File:Tyrion and Teclis.jpg&lt;br /&gt;
File:Tyrion End Times.png&lt;br /&gt;
File:Tyrion.png&lt;br /&gt;
File:Tyrion Angry.jpg&lt;br /&gt;
File:Sunfang.png&lt;br /&gt;
File:Tyrion vs Malekith.jpg|Tyrion vs Malekith.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Template:High Elves}}&lt;br /&gt;
{{AoS-Gods}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Age of Sigmar]]&lt;br /&gt;
[[Category:Lumineth Realm-Lords]]&lt;br /&gt;
[[Category:40k and Fantasy Gods]]&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:90DE:BC6F:35FE:2925</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Hysh&amp;diff=260481</id>
		<title>Hysh</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Hysh&amp;diff=260481"/>
		<updated>2020-07-17T02:21:37Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:90DE:BC6F:35FE:2925: /* Iliatha */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AoS-Stub}}&lt;br /&gt;
&lt;br /&gt;
[[File:TenParadises.jpg|thumb|right|Perfectly balanced...as all things should be.|500px]]&lt;br /&gt;
&lt;br /&gt;
Greetings, illuminate, to Hysh. Land of reflection, light and wisdom. Hysh is the mortal realm of light and is conjointedly ruled by  the twin gods [[Tyrion]] and [[Teclis]]. It also doubles as the mortal realms&#039; sun. The [[Lumineth Realm Lords]] come from here.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
The Ten Paradises of Hysh are lands of illumination, symmetry and reason; and their inhabitants driven to the highest of their paths through meditation, asceticism and self-improvement almost to the point of obsession. It also helped that Hysh&#039;s realmstone, Aetherquartz, is mortal-made and enhances the mental and physical properties of the user even further.&lt;br /&gt;
&lt;br /&gt;
Between the Aetherquartz and the guidance of both Tyrion and Teclis, civilization in Hysh became incredibly focused in self-improvement, reason and order; each individual willing to great lengths to become more than they were. All that was all well and dandy, but it bit them hard in the arse when [[Chaos|those assholes]] came knocking...&lt;br /&gt;
&lt;br /&gt;
Hysh’s radiance is so strong that it’s realmsphere is seen from all of the Mortal Realms and beyond as a blinding ball of pure light, and serves as the Realms&#039; equivalent of the sun. However, both Hysh and [[Ulgu]] share an orbit (with the orbit&#039;s center being, hilariously, [[Shadespire]]) and periodically Ulgu eclipses Hysh, bathing the realms in darkness. And that, children, is how day and night works in the mortal realms.&lt;br /&gt;
&lt;br /&gt;
===Uhl-Ghysh===&lt;br /&gt;
Unlike the other realms, Hysh has a weird relationship with the realm of shadow, Ulgu. Not only both move in the same orbit as seen above, but also there&#039;s a subrealm where the energies of both Hysh and Ulgu intermingle, mix and become something that even the deities of both realms cannot fully comprehend. This paradoxical realm is called Uhl-Ghysh and with the weird properties found here, Teclis found the location perfect for his plan of trapping [[Slaanesh]] and make him/her/it throw up elven souls. Currently, as the cage of Slaanesh, is nearly impossible to get to Uhl-Ghysh, but between the machinations of [[Morathi|that bitch]] and the Necroquake, the illusions that conceal the paths there are unraveling.&lt;br /&gt;
&lt;br /&gt;
==Regions==&lt;br /&gt;
The coming of the Lumineth Realm-Lords gave us a complete map for Hysh, being the first realm to do so. This tells us that either it is a much smaller Realm than the others, or that each nation has to be &#039;&#039;fucking enormous&#039;&#039;. Either way, the Ten Paradises are arranged as two perfectly symmetrical halves, with one half influenced by the teachings of Teclis and the other by Tyrion. The remaining two, Xintil and Haixiah, are presumably under the jurisdiction of neither individual god. &lt;br /&gt;
&lt;br /&gt;
===Xintil===&lt;br /&gt;
The centre of Hysh where magic is most stable and least likely to explode everywhere. It tends to be where the majority of the non-Aelven races live. &lt;br /&gt;
&lt;br /&gt;
===Syar===&lt;br /&gt;
The people of Syar are some of the greatest craftsmen in the Mortal Realms, and people travel far and wide in order to purchase their magical trinkets. &lt;br /&gt;
&lt;br /&gt;
===Iliatha===&lt;br /&gt;
A matriarchal society with a heavy emphasis on the importance of birth, so women are revered.  To get around the pesky fact that a woman needs a man to get pregnant in the first place, they invented magical soul-splitting cloning to replace sexual reproduction.  This was abused during the Age of Myth in an unspecified way and became closely regulated.  It’s the most populous of the Lumineth kingdoms as a result and twins are very common.&lt;br /&gt;
&lt;br /&gt;
===Ymetrica===&lt;br /&gt;
The Lumineth of Ymetrica are a warrior culture (kind of odd for being on the Teclis half of the map) as tough as the mountain spirits they worship, being the First Nation to buy into Teclis’ whole Aelementari scheme. It is said that there is never a time when the forces of Ymetrica aren&#039;t fighting somewhere in the Mortal Realms. &lt;br /&gt;
&lt;br /&gt;
===Zaitrec===&lt;br /&gt;
They&#039;re the powerful mystics even amongst the Lumineth. They also seem to be pretty close to the Celennar.&lt;br /&gt;
&lt;br /&gt;
===Alumina===&lt;br /&gt;
Presumably Tyrionic.&lt;br /&gt;
&lt;br /&gt;
===Helon===&lt;br /&gt;
Presumably Tyrionic.&lt;br /&gt;
&lt;br /&gt;
===Aurathrai===&lt;br /&gt;
Presumably Tyrionic.&lt;br /&gt;
&lt;br /&gt;
===Oultrai===&lt;br /&gt;
Presumably Tyrionic.&lt;br /&gt;
&lt;br /&gt;
===Haixiah===&lt;br /&gt;
The Realm&#039;s Edge of Hysh, described as a place of freakish perfection. The fjords themselves are rimmed with fractal patterns, and going deeper you&#039;ll find places that exist as pencil sketches, dots of light or waves of thought. No Lumineth lives here, as this was a place no mortal was meant to tread. When Tyrion, the literal god of Light journeyed to this place in search of Teclis, he was blinded. The God of Light &#039;&#039;&#039;was blinded&#039;&#039;&#039;. Really puts it into perspective. &lt;br /&gt;
&lt;br /&gt;
{{AoS-Realms}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer Fantasy]][[Category:Age of Sigmar]]&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:90DE:BC6F:35FE:2925</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Flesh-Eater_Courts&amp;diff=218485</id>
		<title>Flesh-Eater Courts</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Flesh-Eater_Courts&amp;diff=218485"/>
		<updated>2020-07-17T02:06:02Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:90DE:BC6F:35FE:2925: /* The Grand Courts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Age of Sigmar Faction|Faction=Flesh-Eater Courts|Logo=Flesh-Eater 01.png|Alliance=Death|Motto=The Noble Sir Marrowslurp charging into battle! Huzzah!}}&lt;br /&gt;
{{topquote|All earth was but one thought—and that was death&amp;lt;br&amp;gt;Immediate and inglorious; and the pang&amp;lt;br&amp;gt;Of famine fed upon all entrails—men&amp;lt;br&amp;gt;Died, and their bones were tombless as their flesh;&amp;lt;br&amp;gt;The meager by the meager were devoured.|Lord Byron, &#039;&#039;Darkness&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Flesh-Eater Courts&#039;&#039;&#039; are what has become of many of the mortals of the realms after the Age of Chaos. [[Ghoul|Flesh-eaters]] are all delusional and believe themselves to be [[Stormcast Eternals|servants of a mighty King on a golden throne]], when in reality they are all dirty naked homeless cannibals. In a sense they are a mixture of Don Quixote and cockroaches for the [[Age of Sigmar]]. They also see themselves as what can only be described as &amp;quot;Bretonnians&amp;quot;, rejoice brothers! We are not forgotten!&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The source of the Flesh-Eater madness comes from one initial progenitor; none other than [[Ushoran]] from the Old World. He was held captive by Nagash, for his trespasses against him back in Nehekhara. That was, until the Age of Chaos where Nagash betrayed Sigmar, causing him to bullishly charge into Shyish to bitchslap him for betrayal. In the process, however, he knocked over Ushoran&#039;s cage, allowing him to escape. Unfortunately, he had gone completely mad in the cage, causing him to now see himself as a benevolent and beautiful Warrior King, when in reality he was a reeeeeally ugly ghoul king vampire. This madness became contagious due to his great power, and desperate mortals (who basically lost everything) began to buy into this delusion too, becoming the first Flesh-Eaters.  People turned into Vampires by him also have this power, as do any vampires they sire, and so on.   Since then, Ushoran (now known as the Carrion King, among many other titles) has gone missing whilst his progeny prosper, with Bonedaddy having put a huge price on his head.&lt;br /&gt;
&lt;br /&gt;
==The Delusions of the Ghoul Kings==&lt;br /&gt;
The court is built upon the fact that every ghoul king is fucking insane and believes himself into being an glorious king atop a giant noble dragon riding into battle against invading barbarians. So pretty much King Lear if Lear was also a cannibalistic freak. The unique thing about this madness is that the illusion is shared with every follower of the king and vice-versa, so that what the king sees the court see as well. an example of this is if the king saw a [[Daemonette]] as a monstrous creature, the court would as well, if he saw another Ghoul King, he and his followers would see it as a fellow King, etc. &lt;br /&gt;
&lt;br /&gt;
This aspect gets even weirder when the ghoul king has the ability to use an imaginary telescope and for the king [[What|IT JUST WORKS!]] Yes, much like a [[Orks|certain green skinned race]], whatever the ghoul king believes the universe says &amp;quot;fuck this&amp;quot; and lets it happen. This also works with the weapons they wield;  in the kings eyes they&#039;re swords made of the finest steel, whilst in reality they&#039;re just a random bone or rock or skull they picked up. The same could be said for their armour, medals, and basically anything they have.&lt;br /&gt;
&lt;br /&gt;
==Their Views on Nagash==&lt;br /&gt;
The flesh-eater opinion on the big, bad boneman himself is generally quite split and almost always nonsensical. Some Courts see him as a benevolent and shiny God, that brings forth bountiful harvests and opposes the wicked. Some, however, shit their pants whenever he&#039;s mentioned, due to either his sheer amount of power or the way he managed to imprison [[Ushoran|The Carrion King]] that spawned them. Others still can&#039;t even tell the difference between him and Sigmar. Nagash himself views them as his property (and has even cursed a kingdom in Chamon to become a Flesh-Eater court on purpose), even though he is unable to dominate them due to them technically not being undead. It works on Abhorrants because they&#039;re vampires, but even then that has the problem that their madness makes them often misinterpret his orders.&lt;br /&gt;
&lt;br /&gt;
His servants, however, may not be so kind. The [[Nighthaunt]] may slaughter a Court just like most other life, though the delusional flesh eaters convince themselves that those poor, heavenly Angels were manipulated by the EEEEEEVIL [[Sigmar]].&lt;br /&gt;
&lt;br /&gt;
==The Grand Courts==&lt;br /&gt;
Like most factions, there are many different subfactions of Flesh Eaters. Each is ruled by an Abhorrant Archregent, a [[Ghoul|Ghoul King]] whose delusion has grown so strong that it encompasses other Courts, making them essentially Emperors of massive swathes of Flesh-Eaters. There are four major Grand Courts: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Morgaunt:&#039;&#039;&#039; The posterboys of the Flesh-Eaters. They used to be a [[Brettonia|kingdom of chivalry and honour]] in [[Shyish]], with noble Knights and loyal armies that serve their benevolent King. Sounds nice, right? And then the Age of Chaos happened. Both Sigmarite and Chaotic armies swept through their lands, ruining everything and driving them to the brink of annihilation. They turned to cannibalism, [[Grimdark|becoming debased and slavering monsters that soaked their homeland in gore]]. They&#039;ve spread all throughout the realms now, and see [[Nagash|bone-daddy]] as a bright and noble God, and [[Sigmar]] as an usurper responsible for the Age of Chaos. They have lots and lots of &amp;quot;Serfs&amp;quot; (which are actually [[Ghoul|Crypt Ghouls]]). &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hollowmourne:&#039;&#039;&#039; The Hollowmourne came from an empire that spanned across all the realms. Their King, who&#039;s name we don&#039;t know, was generally a swell guy, who discovered lots of mysterious relics. Some were too dangerous for mortal use, so he scattered them away until the time that they&#039;d be needed. Nobody really knew about this, except for an Order of Royal Families from [[Chamon]] called the Knights of Hollowmourne. They protected the relics until Chaos came, where they decided to go on a Crusade, clad in the finest armours of Chamon. They were so confident that things would go well, that they swore oaths that their duty wouldn&#039;t go unfulfilled. [[Fail|It went about as well as expected]]. Rations ran out, they ate the peasants first, and even their mounts. Now, they&#039;re mostly [[Ghoul#Warhammer Fantasy|Crypt Horrors]], while believing that they&#039;re still Noble Knights on their steeds out on a crusade for the relics.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blisterskin:&#039;&#039;&#039; When sunburn goes extreme. They came from an Order of Priests that worshiped the sun, which is actually [[Hysh]] for some reason. These Priesthoods were dotted around [[Aqshy]], with the commoners and royals alike going indoors when the sunlight was hottest. They actively sought out others to convert to their weird sun-worship religion, sending missionaries Jehovah&#039;s Witness-style to other nearby nations. But, as Chaos does, it came and took a massive shit over everything and left the sun-worshippers without home, harvest, or anything that wasn&#039;t burnt. Their descent into madness was pretty quick, as they soon decided to no longer humble themselves by hiding away from their God, but instead [[Grimdark|chose to let their flesh cook and peel in its glory]]. The most pious grew wings and became [[Vargheist]]s, to get closer to their God. They still send &amp;quot;missionaries&amp;quot; to other nations, but instead of knocking at people&#039;s doors and pestering them, they just attack them. Moral of the story here is to always bring your suncream.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gristlegore:&#039;&#039;&#039; The Gristlegore used to be a load of hippies that were really, really chill and at peace with the land they lived on. Normally, this wouldn&#039;t be too big a deal, except this specific kingdom was in [[Ghur]]. Yes, &#039;&#039;&#039;Ghur&#039;&#039;&#039;, the place where literally &#039;&#039;everything&#039;&#039; is trying to eat each other, including the realm itself. The fact thatt they practiced hunting and killing only when necessary and treated the bigass monsters and plants around them with respect really says a lot about how peaceful they were. Sadly, when Chaos came it absolutely wrecked them. Anarchy came, everyone collectively shat their pants, and the royals, (who were previously pretty skilled in combat) had to watch their people burn. That is, until they became Ghoul Kings! Now, they prowl Ghur like a pack of Alpha predators, still seeking to be one with their surroundings, by piercing their flesh with realmstone and becoming reeeeeally bestial. They predictably have loads of [[Zombie Dragon]]s and [[Terrorgheist]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Playable Factions in Warhammer: Age of Sigmar}}&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:90DE:BC6F:35FE:2925</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Order/Seraphon&amp;diff=36472</id>
		<title>Age of Sigmar/Tactics/Order/Seraphon</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Order/Seraphon&amp;diff=36472"/>
		<updated>2020-07-17T02:02:33Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:90DE:BC6F:35FE:2925: /* Allied Armies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Age of Sigmar Faction|Faction=Seraphon|Logo=Lizardy.jpeg|Alliance=Order| Lore=Lizardmen|Motto=Aztec dinosaurs riding bigger dinosaurs that shoot lasers and fuck shit up.}}&lt;br /&gt;
&#039;&#039;PAGE UNDER REWORK.&#039;&#039;&lt;br /&gt;
==Why Play Seraphon==&lt;br /&gt;
Because they are [[Lizardmen]] in AoS. Motherfucking mesoamerican dinosaur people riding motherfucking dinosaurs, what is not to love? &lt;br /&gt;
&lt;br /&gt;
Want more details?, fine:&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* They are [[Awesome|Aztec lizardmen riding dinosaurs]].  This trumps any other faction in AoS (including the [[Idoneth Deepkin|sea-monster-riding soul pirates]], the [[Kharadron Overlords|steampunk sky-pirate dorfs]] and the [[Daughters of Khaine|bikini-clad hot chicks and monstergirls]]).&lt;br /&gt;
&lt;br /&gt;
* Since they survived so well the End of Times, they have 27 different units available; more than any other surviving miniatures without splitting into smaller subfactions (at least for Order players, since Slaves to Darkness also survived really well).&lt;br /&gt;
&lt;br /&gt;
* They are [[Awesome|Aztec lizardmen riding dinosaurs]].&lt;br /&gt;
&lt;br /&gt;
* Having so many miniatures makes room for extreme flexibility: you can go all Saurus, all Cavalry, all Skinks, all dinostomp, with tons of leaders buffing all of them. Simply you have many options available to choose from.&lt;br /&gt;
&lt;br /&gt;
* They are [[Awesome|Aztec lizardmen riding dinosaurs]].&lt;br /&gt;
&lt;br /&gt;
* Excellent synergy. Your heroes will buff and buff [[your dudes]].&lt;br /&gt;
&lt;br /&gt;
* They are [[Awesome|Aztec lizardmen riding dinosaurs]].&lt;br /&gt;
&lt;br /&gt;
* Many big heroes can generate more CP for your Dino synergies.&lt;br /&gt;
&lt;br /&gt;
* They are [[Awesome|Aztec lizardmen riding dinosaurs]].&lt;br /&gt;
&lt;br /&gt;
* Tons of bonuses for hitting rolls. If your hit roll is worse than 3+, you are doing something wrong.&lt;br /&gt;
&lt;br /&gt;
* They are [[Awesome|Aztec lizardmen riding dinosaurs]]. &lt;br /&gt;
&lt;br /&gt;
* They have arguably the two most powerful, non-Monster keyword, wizards in the entire game: Lord Kroak is still around, being able to cast FOUR spells each hero phase while having extremely aggressive abilities, but the regular Slann got a massive buff on GHB 2017, more of this on Battle Traits and Battle Traits, making your regular froggies even more versatile than Kroak. (There is still a fight akin to the Kirk vs Picard fights over whether Tzeentch or Legions of Nagash have the best wizard, even if probably Nagash IS the best wizard of the game, followed by Kroak, &#039;&#039;yet again, our fat frogmen don&#039;t have the keyword &#039;&#039;&#039;MONSTER&#039;&#039;&#039; like Nagash&#039;&#039;). &lt;br /&gt;
&lt;br /&gt;
* They are [[Awesome|Aztec lizardmen riding dinosaurs]].&lt;br /&gt;
&lt;br /&gt;
* Pretty much everyone worth its salt has &#039;&#039;at least&#039;&#039; one -1 Rend weapon. It is quite unusual for an army that&#039;s not made out of purely elite units to have this many -1 Rend. This might also be a replacement for all the shield rules that used to give us a protection versus -1 Rend.&lt;br /&gt;
&lt;br /&gt;
* They have a strong community and a really passionate fanbase. It&#039;s fun to play a faction that has so much love behind it.&lt;br /&gt;
&lt;br /&gt;
* With the advent of the 2020 Battletome, now we come in two tasty flavours! Do you like the idea of Seraphon being quite literally Order Daemons manifested into existence via Slann memories and/or a summoning/magic centered lizard army? Go Starborne. Do you prefer the idea of Serapohn starting to colonize the Realms and starting to make their very own mini-Lustrias wherever then settle and pure dinosaurian might? Go Coalesced.&lt;br /&gt;
&lt;br /&gt;
* Really easy to collect, thanks to having two really good Start Collecting! kits: One is worth a Carnosaur and gives you 12 Warriors and 8 Knights for free, the best deal in the entire GW range; and the other gifts you 12 Skinks, a Star Priest and a Terradon for buying a Bastiladon and other two Terras. All of these units go from really good to must haves in any army.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;NEW&#039;&#039;&#039; with the Battletome: [[Awesome|Now we and only we have direct control over Predatory Endless Spells]]. Giving the middle... finger? claw? real hard to Teclis, Nagash and Tzeentch on this one.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;NEW&#039;&#039;&#039; with the Battletome: Skink Chiefs are back!&lt;br /&gt;
&lt;br /&gt;
* Did I mention that they are [[Awesome|Aztec lizardmen riding dinosaurs]]?&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*As of 2020, the faction got radically redone because of [[Powergamer|player abuse]]. Like, really redone. No more OP Summoning (at least you are Dracothion&#039;s Tail) and skink kiting. You have to rethink how to play them as many of the old combos have either been done away with or changed to the point the old tactics just won&#039;t work anymore. Now, this can also be a pro depending if you played against this army before.&lt;br /&gt;
* Some say that  your generals are the glue that keeps your army together: all of your heroes keep your units together; individually Seraphon units can pull off a fight but are not nearly as strong without a leader nearby, so expect them to be the prime target of your enemy.&lt;br /&gt;
* In Summoning army lists, your Slann general&#039;s safety is critical: he is no longer the glue of your army: he is the atomic links that holds your entire Universe. If the Slann is killed, there is not much of a backup option to bring additional points to the table.&lt;br /&gt;
* They, like their Sigmarine allies, really hate being on the receiving end of Mortal Wounds as there&#039;s little they can do about it.  &lt;br /&gt;
* They don&#039;t make for the best-ranged army, even considering their binocular theropod vision. Yet again, is this Age of Charge-mar.&lt;br /&gt;
* While having lots of bonuses for hit rolls, Seraphon doesn&#039;t have many ways to get re-rolls or increase wound rolls. Not much of a problem, since most units already wound on 3+ roll, but still.&lt;br /&gt;
&lt;br /&gt;
==Rulebooks==&lt;br /&gt;
{{AOSRulebooks|tome=Seraphon|points=General&#039;s handbook 2019}}&lt;br /&gt;
&lt;br /&gt;
Seraphon(2020)&lt;br /&gt;
&lt;br /&gt;
==Allegiance Abilities==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#00DDF3;&amp;quot;&amp;gt;Battle Traits&amp;lt;/span&amp;gt;===&lt;br /&gt;
If your army has a {{AOSKeyword|SERAPHON}} allegiance and chooses to take the {{AOSKeyword|SERAPHON}} allegiance abilities, it has the following rules:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warriors of the Stars and the Realms:&#039;&#039;&#039; You must pick if your entire army has The Coalesced or Starborne allegiance during list building.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Contemplations of the Ancient One:&#039;&#039;&#039; At the end of your hero phase, 1 friendly {{AOSKeyword|SLANN WIZARD}} can swap their Celestial Domination Lore spell with another. It gives you a nice extra level of adaptability to battlefield conditions. This is literally the old rule only Slann had, but it no longer costs a spell less to cast. Fantastic.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sacred Asterisms:&#039;&#039;&#039; At the start of each your hero phases, you pick a constellation to be active.&lt;br /&gt;
**&#039;&#039;&#039;The Great Drake:&#039;&#039;&#039;  During combat phase pick a SERAPHON hero, +1 attack to his melee weapons&lt;br /&gt;
**&#039;&#039;&#039;The Hunter&#039;s Steed:&#039;&#039;&#039; +1 run and charge for friendly Seraphon.&lt;br /&gt;
**&#039;&#039;&#039;The Sage&#039;s Staff:&#039;&#039;&#039; In the hero phase, pick a Seraphon Wizard, he gains +1 casting and dispelling during your turn and +1 unbinding during enemy&#039;s.&lt;br /&gt;
&lt;br /&gt;
====The Coalesced ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Predatory Fighters:&#039;&#039;&#039; +1 attack of jaw weapons by Coalesced.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Scaly Skin:&#039;&#039;&#039; -1 damage inflicted for each successful attack against a Coalesced unit (min 1).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cold-Blooded:&#039;&#039;&#039; {{AOSKeyword|SERAPHON}} Ignore Bravery modifiers&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Primeval Dominion:&#039;&#039;&#039; [[Just as planned|Within your territory, only you benefit from Damned, Arcane, Inspiring, or Mystical terrain features, and only the enemy suffer from Deadly and Sinister]].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Coalesced Constellation:&#039;&#039;&#039; You may take only the Koatl&#039;s Claw or Thunder Lizard constellations.&lt;br /&gt;
&lt;br /&gt;
====The Starborne====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Starborne Constellation:&#039;&#039;&#039; May pick the Dracothian&#039;s Tail or Fangs of Sotek keyword and ability.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lords of Space and Time:&#039;&#039;&#039; Once per turn, at the end of your movement phase, you can pick one of your {{AOSKeyword|SERAPHON}} units anywhere on the battlefield to be transported through space and time. If you do so, remove the unit from the battlefield and set up again anywhere more than 9&amp;quot; from any enemy unit. GHB 2019 removed the dice roll, so no more chance for a fun teleport and move. But then again, your lizards won&#039;t occasionally spend a turn staring at the stars either.&lt;br /&gt;
**Carnos flanking for days to come and quick escapes for your heavily damaged Slann. Deep striking is kinda what AoS is all about. If you have any experience with it, you know how valuable it is.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Unfeeling:&#039;&#039;&#039; Starborne all have Bravery changed to 10 on Warscrolls. Given how they actually nerfed the regular Bravery to 8 on average (Kroxigors now have 7, so take that in mind), this is how we compensate&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Celestial Conjuration&#039;&#039;&#039; New summoning method brought in from GHB 2018. There are three ways to generate Celestial Conjuration points:&lt;br /&gt;
#In your hero phase, each {{AOSKeyword|SLANN}} or  {{AOSKeyword|ORACLE}} can choose to forego one of his spellcasting attempts to give you D3 Celestial Conjuration points each time.	&lt;br /&gt;
#At the end of your hero phase, if your general is a {{AOSKeyword|SLANN}} or {{AOSKeyword|STARSEER}} and is still alive, you receive d3 more Celestial Conjuration point.&lt;br /&gt;
#Also at the start of your hero phase, you receive D3 more Celestial Conjuration points if you have any Astrolith Bearers alive on the table. Note that you might have several Astroliths but you&#039;ll still only get D3 points a turn.&lt;br /&gt;
: You can spend these points at the end of your movement phase to summon stuff from the following list. The unit has to arrive wholly within 12&amp;quot; of a friendly {{AOSKeyword|SLANN}}, {{AOSKeyword|ORACLE}} or friendly Astrolith Bearer, and more than 9&amp;quot; from all enemy models.	&lt;br /&gt;
: Note that you can summon several units per turn if you&#039;ve saved up enough points. Also note that while the General is the main source of conjuration points, if he dies you can still spend them to bring units in near the Astrolith or a different Slann or Oracle. &lt;br /&gt;
	&lt;br /&gt;
&#039;&#039;&#039;Summoning table&#039;&#039;&#039;&lt;br /&gt;
Additional reference to [http://www.lustria-online.com/threads/the-art-of-summoning.22178/ Lustria Online The Art of Summoning] for commentary on units:	&lt;br /&gt;
* Excellent (exceptionally useful, you should always have it at hand)&lt;br /&gt;
* Good (almost always useful, some time can be a suboptimal choice)&lt;br /&gt;
* Suboptimal (can be useful, but it&#039;s situational; usually there are better choices)&lt;br /&gt;
* Poor (bad unit to summon, useful only under exceptional circumstances)&lt;br /&gt;
&lt;br /&gt;
Seraphon unit --- Cost&lt;br /&gt;
&lt;br /&gt;
1 Dread Saurian - 50 (&#039;&#039;This will never happen&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
1 Stegadon with skink chief--- 30 (&#039;&#039;Suboptimal&#039;&#039;)	&lt;br /&gt;
&lt;br /&gt;
1 Engine of the Gods --- 30 (&#039;&#039;Poor&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
1 Stegadon --- 25 (&#039;&#039;Good&#039;&#039;)	&lt;br /&gt;
&lt;br /&gt;
1 Saurus Old-Blood on Carnosaur --- 25 (&#039;&#039;Good&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
1 Skink oracle on Troglodon --- 25 (&#039;&#039;Suboptimal&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
1 Saurus Scar-Veteran on Carnosaur --- 20 (&#039;&#039;Good&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
1 Bastiladon --- 20 (&#039;&#039;Good&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
20 Saurus Warriors --- 20 (&#039;&#039;Good&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
3 Kroxigor --- 15 (&#039;&#039;Excellent&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
1 Saurus Astrolith Banner --- 15 (&#039;&#039;Suboptimal&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
1 Skink Starseer --- 15 (&#039;&#039;Suboptimal&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
1 Skink Starpriest--- 15 (&#039;&#039;Suboptimal&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
5 Chameleon Skinks --- 15 (&#039;&#039;Suboptimal&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
1 Saurus Sunblood --- 15 (&#039;&#039;Suboptimal&#039;&#039;)&lt;br /&gt;
 &lt;br /&gt;
3 Ripperdactyl Riders --- 10 (&#039;&#039;Good&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
1 Ripperdactyl Chief --- 10 (&#039;&#039;Suboptimal&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
1 Saurus Eternity Warden --- 10 (&#039;&#039;Good&#039;&#039;)&lt;br /&gt;
	&lt;br /&gt;
5 Saurus Guard --- 10 (&#039;&#039;Situational - Good&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
5 Saurus Knights --- 10 (&#039;&#039;Suboptimal&#039;&#039;)&lt;br /&gt;
	&lt;br /&gt;
1 Saurus Oldblood --- 10 (&#039;&#039;Suboptimal&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
1 Saurus Scar-Veteran on Cold One --- 10 (&#039;&#039;Suboptimal&#039;&#039;)&lt;br /&gt;
	&lt;br /&gt;
10 Saurus Warriors --- 10 (&#039;&#039;Good&#039;&#039;)&lt;br /&gt;
	&lt;br /&gt;
1 Skink Priest --- 10 (&#039;&#039;Suboptimal&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
3 Terradon Riders --- 10 (&#039;&#039;Good&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
1 Terradon Chief --- 10 (&#039;&#039;Suboptimal&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
1 Razordon --- 10 (&#039;&#039;Excellent&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
1 Salamander --- 10 (&#039;&#039;Excellent&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
10 Skinks --- 6 (&#039;&#039;Good&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
===Constellations===&lt;br /&gt;
Your space-dinos now have Chapter Tactics in the form of these Constellations. As per the norm, taking one of these Constellations means you have to take their Command Trait and Artefact. Starborne armies get Dracothion’s Tail or Fangs of Sotek, while Coalesced armies can choose Koatl’s Claw or Thunder Lizard.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dracothion’s Tail&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Poster boys and your go to choice for Slann generals and summoning shenanigans.&#039;&#039;&lt;br /&gt;
;Trait - Appear on Command: Pseudo-deepstriking. You can set up every other unit in reserve and then deploy them at the end of your movement phase wholly within 18&amp;quot; of a friendly Slann. While you should never underestimate a surprise Carnosaur, the fact that it relies on where your Slann is makes standard deep strike strategies harder/riskier to pull off.&lt;br /&gt;
;Command Trait - Ancient Knowledge (Slann only): Know 1 extra spell for your Slann and can reroll 1 casting, dispelling, or unbundling roll for each hero phase. It’s straight fusion of two generic Slann traits.&lt;br /&gt;
;Artefact - Godbeast Pendant: When the bearer dies, roll D6. On 1-3 he dies as normal, on 4-6 he is revived with full wounds, and all wounds allocated before are negated. Basically the same as the Skink Artefact but can be given to Slann or Saurus.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fangs of Sotek&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Skink spam at its finest.&#039;&#039;&lt;br /&gt;
;Trait - First to Battle: Add 3&amp;quot; to friendly Skink movement for the first battle round.&lt;br /&gt;
;Command Ability - Parting Shot: At the end of the enemy’s charge phase, choose one Skink or Chameleon Skink unit wholly within 18&amp;quot; of a friendly Hero (FAQ UPDATE: unit must have been charged that turn). That unit can immediately take a shooting attack. Then on a 4+, that same unit may retreat.&lt;br /&gt;
;Command Trait - Old and Grizzled (Saurus only): So long as your general is on the battlefield at the start of your hero phase, you gain 1 CP on a 3+. &amp;lt;s&amp;gt;Kinda ruins the whole Skink theme by forcing the general to be a Saurus but at least the ability is nice.&amp;lt;/s&amp;gt; the General doesn&#039;t have to be a Saurus, but if it is it must take this trait.&lt;br /&gt;
;Artefact - Serpent God Dagger: Choose one melee weapon. If an enemy model suffers damage from this weapon and has not been slain, you can roll a dice and insta-kill them on a 5+.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Koatl’s Claw&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Cause we needed Saurus spam, apparently.&#039;&#039;&lt;br /&gt;
;Trait - Savagery Incarnate: +1 to hit rolls for Saurus who charge the same turn.&lt;br /&gt;
;Command Ability - Controlled Fury: Choose one Saurus unit within 24&amp;quot; of your Hero. That unit counts as having charged for the Savagery Incarnate rule.&lt;br /&gt;
;Command Trait - Dominant Predator (Saurus only): Any time your General uses a Command Ability on a Saurus unit, he gains back a CP on a 4+.&lt;br /&gt;
;Artefact - Eviscerating Blade: Choose one melee weapon. Unmodified hit rolls of 6 deal 2 mortal wounds in addition to normal damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thunder Lizard&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;When you feel like playing Jurassic Park in the Mortal Realms.&#039;&#039;&lt;br /&gt;
;Trait - Mighty Beasts of War: +2 wounds for monsters.&lt;br /&gt;
;Command Ability - Trove of Old One Technology: Choose either a Bastiladon or EOTG wholly within 18&amp;quot; of a friendly Hero. Bastiladons can fire its Solar Engine again. While the EOTG can use its Cosmic Engine again.&lt;br /&gt;
;Command Trait - Prime Warbeast &amp;lt;s&amp;gt;(General must have Mount)&amp;lt;/s&amp;gt; (General doesn&#039;t have to have a mount, but if it does it must take this trait): +1 to Attacks made by the General’s Mount.&lt;br /&gt;
;Artefact - Fusil of Conflagration: Choose an enemy within 12&amp;quot; during your shooting phase and roll a dice. On a 6, that unit suffers D6 mortal wounds. On a 4-5, D3 mortal wounds. 2-3, nothing happens. And on a 1, you can no longer use this Artefact for the rest of the battle.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#00DDF3;&amp;quot;&amp;gt;Command Traits&amp;lt;/span&amp;gt;===&lt;br /&gt;
There are nine traits for a  {{AOSKeyword|SERAPHON}} General of an army with a &#039;&#039;&#039;SERAPHON&#039;&#039;&#039; allegiance that has chosen to take the &#039;&#039;&#039;SERAPHON&#039;&#039;&#039; allegiance abilities. You can choose one of three depending on which keyword your general has: {{AOSKeyword|SLANN}}, {{AOSKeyword|SAURUS}} or {{AOSKeyword|SKINK}}. (If you roll for picking one; use a 1D3 instead of the regular 1D6 for every other faction in the game).&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#00DDF3;&amp;quot;&amp;gt;Slann Command Trait&amp;lt;/span&amp;gt;====&lt;br /&gt;
All of them are pretty interesting and, while not exactly situational, all of them work better under certain circumstances. Because of Starborne&#039;s Celestial Conjuration, these are the first Command Trait you will consider.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Arcane Might&#039;&#039;&#039;: Re-roll one casting and unbinding or dispelling roll each hero phase. A modest trait, and the most &amp;quot;generic&amp;quot; of the three.&lt;br /&gt;
#&#039;&#039;&#039;Vast Intellect&#039;&#039;&#039;: The general knows one more spell from Celestial Domination lore. &lt;br /&gt;
#&#039;&#039;&#039;Great Rememberer&#039;&#039;&#039;: as long as the general is still alive and on the field, you can throw another D6 at the start of your hero phase to get a CP on a 4+. Pretty good, considering how many CP you&#039;ll need now.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#00DDF3;&amp;quot;&amp;gt;Saurus Command Trait&amp;lt;/span&amp;gt;====&lt;br /&gt;
Only considerable in a Coalesced army. Yet again, Skinks are pretty much the dominant Seraphon subspecies now, so you might not want to use this ones all the time.&lt;br /&gt;
#&#039;&#039;&#039;Disciplined Fury&#039;&#039;&#039;: Re-roll hit rolls of 1 for attacks made with the general&#039;s melee weapons.&lt;br /&gt;
#&#039;&#039;&#039;Thickly Scaled Hide&#039;&#039;&#039;: Re-roll saves of 1 for the general.&lt;br /&gt;
#&#039;&#039;&#039;Mighty War Leader&#039;&#039;&#039;: 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. Quite possibly the one you&#039;ll want if you play a Saurus General, which will happen very rarely.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#00DDF3;&amp;quot;&amp;gt;Skink Command Trait&amp;lt;/span&amp;gt;====&lt;br /&gt;
If you can&#039;t buy a Slann general, have a Skink General. Seriously, this, combined with the Artifacts and Lore make Skink Heroes THE HEROES of your whole army.&lt;br /&gt;
#&#039;&#039;&#039;Master of Star Rituals&#039;&#039;&#039;: If the general is a {{AOSKeyword|WIZARD}}, you can add 1 to casting rolls for him. If not, you can use command ability from Skink Priest Warscroll once per battle round without spending a Command Point.&lt;br /&gt;
#&#039;&#039;&#039;Nimble&#039;&#039;&#039;: Add +1 to the general&#039;s Move characteristics and add +1 to its save.&lt;br /&gt;
#&#039;&#039;&#039;Cunning&#039;&#039;&#039;: If the general is at 3&amp;quot; of an enemy {{AOSKeyword|HERO}}, on a 4 said enemy hero suffers 1 mortal wound. Unless mounted, you don&#039;t want Skinks in melee. Even mounted, it is still meh, unless its you Engine of the Gods.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#00DDF3;&amp;quot;&amp;gt;Artifacts of Power&amp;lt;/span&amp;gt;===&lt;br /&gt;
One HERO in your army (+1 per additional warscroll battalion) may take a relic from the following tables:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Slann&#039;&#039;&#039; only:&lt;br /&gt;
#&#039;&#039;&#039;Zoetic Dial&#039;&#039;&#039;  After set-up is complete but before the battle begins, secretly record the number of a battle round. At the start of that battle round, reveal the information and then heal all wounds allocated to the bearer. In addition, during that battle round, you can re-roll save rolls for attacks that target the bearer&lt;br /&gt;
#&#039;&#039;&#039;Light of Dracothion&#039;&#039;&#039; Once per battle, the bearer can automatically unbind a spell used by an enemy spellcaster OR automatically dispel 1 endless spell within 15&amp;quot;. Take this only if you expect a wizard heavy opposition. Otherwise, skip it. It&#039;s not like you&#039;re short on spellcasters anyway. &lt;br /&gt;
#&#039;&#039;&#039;Prism of Amyntok&#039;&#039;&#039; Once per battle, at the start of your movement phase, you can target an enemy unit within 12&amp;quot;. On a roll of 1, it is struck with 1 mortal wound. A roll of 2-5 inflicts d3 mortal wounds and on a roll of 6 strikes d6 mortal wounds. Great if used in conjunction with &amp;lt;strike&amp;gt;Smite&amp;lt;/strike&amp;gt; Arcane Bolt to kill Heroes. One use only though...&lt;br /&gt;
#&#039;&#039;&#039;Itxi Grubs&#039;&#039;&#039; heal 1 wound at the start of the hero phase. In addition, in your hero phase, you can re-roll 1 cast/dispel for the bearer. In the enemy hero phase, re-roll 1 unbinding rolls for the bearer&lt;br /&gt;
#&#039;&#039;&#039;Plaque of Dominion&#039;&#039;&#039; In your hero phase, pick 1 visible enemy Hero within 12&amp;quot; of the bearer. Until your next hero phase, that HERO fights at the end of the combat phase. In addition, if that HERO is a WIZARD, until your next hero phase, -1 to casting/dispelling and unbinding for that HERO.&lt;br /&gt;
#&#039;&#039;&#039;Throne of the Lost Gods&#039;&#039;&#039; +4&amp;quot; to Move and +1 Wound. If you want to make a turbo-toad, then now you can.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SAURUS&#039;&#039;&#039; only:&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Blade of Realities&#039;&#039;&#039; Improve rend of one of the bearer&#039;s weapons by 1 and add 1 to its damage characteristics if the target of an attack is a HERO&lt;br /&gt;
#&#039;&#039;&#039;Sigils of the Prime Hunter&#039;&#039;&#039; Each time when the bearer fights, after all his attacks a made, roll D6. On 1 nothing happens, on 2-5 1 enemy unit within 1&amp;quot; suffer a mortal wound, on 6 - D3 mortal wounds.&lt;br /&gt;
#&#039;&#039;&#039;Bloodrage Pendant&#039;&#039;&#039; Add 1 to attacks of all bearers weapons, if he lost more than half of his wounds. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SKINK&#039;&#039;&#039; only:&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Incandescent Rectrices&#039;&#039;&#039; When the bearer dies, roll D6. On 1-3 he dies as normal, on 4-6 he is revived with full wounds, and all wounds allocated before are negated. Suddenly, an Engine of the Gods may become a Phoenix. &lt;br /&gt;
#&#039;&#039;&#039;Cloak of Feathers&#039;&#039;&#039; Add 4&amp;quot; to the bearer&#039;s move characteristics and subtract 1 from hit rolls of attacks, that target him. He also can fly. Two words: [[Awesome|FLYING DINOSAUR.]]&lt;br /&gt;
#&#039;&#039;&#039;Sacred Stegadon Helm&#039;&#039;&#039; Add 1 to the bearer&#039;s save characteristics and 1 to his weapons&#039; damage, if he had charged in the same turn. Combine this with Nimble for 2+ Skink Chief on Stegadon.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#00DDF3;&amp;quot;&amp;gt;Seraphon Spell Lore&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
====Lore of Celestial Domination====&lt;br /&gt;
&#039;&#039;&#039;SLANN&#039;&#039;&#039; only:&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Celestial Apotheosis:&#039;&#039;&#039; CV5, 1 visible friendly unit wholly within 18&amp;quot;, heals 1 wound and gets a 3&amp;quot; aura of -1 Bravery. If the casting roll is 10+, heal D3 wounds instead of 1.&lt;br /&gt;
#&#039;&#039;&#039;Walk Between Realms:&#039;&#039;&#039; CV6, 1 visible friendly unit wholly within 18&amp;quot;, that unit fly until your next hero phase.&lt;br /&gt;
#&#039;&#039;&#039;Mystical Unforging:&#039;&#039;&#039; CV7, pick 1 visible enemy &amp;lt;b&amp;gt;Hero&amp;lt;/b&amp;gt; with an artefact of power within 12&amp;quot;.  They take D3 mortal wounds and on a 5+ their artefact no longer has any effect.&lt;br /&gt;
#&#039;&#039;&#039;Celestial Equilibrium:&#039;&#039;&#039; CV7, +1 to cast/dispel/unbind for friendly &amp;lt;b&amp;gt;Wizards&amp;lt;/b&amp;gt; other than the caster until your next hero phase.&lt;br /&gt;
#&#039;&#039;&#039;Stellar Tempest:&#039;&#039;&#039; CV8, pick 1 visible enemy unit within 24&amp;quot; , roll a die for each model in that unit, 5+ causes 1 mortal wound.&lt;br /&gt;
#&#039;&#039;&#039;Drain Magic:&#039;&#039;&#039; CV9, all not &amp;lt;b&amp;gt;BOUND&amp;lt;/b&amp;gt; endless spells within 24&amp;quot; are dispelled.&lt;br /&gt;
&lt;br /&gt;
====Lore of Celestial Manipulation====&lt;br /&gt;
&#039;&#039;&#039;SKINK&#039;&#039;&#039; only:&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Celestial Harmony:&#039;&#039;&#039; CV5, pick a friendly unit wholly within 18&amp;quot;, that unit ignores battleshock tests. If the casting roll is 10 or more, pick all friendly units within 18&amp;quot;.&lt;br /&gt;
#&#039;&#039;&#039;Hand of Glory:&#039;&#039;&#039;     CV5, pick a friendly unit wholly within 18&amp;quot; and visible to the caster. Until the next hero phase, that unit can re-roll hit rolls of 1.&lt;br /&gt;
#&#039;&#039;&#039;Extend Astromatrix:&#039;&#039;&#039; CV6, pick one terrain piece wholly within 18&amp;quot; and visible to the caster, if it is damned, arcane, mystical or inspiring, the effects only apply to the Seraphon player&#039;s units. If it is deadly or sinister, the effects only apply to the opponents units. No duration specified! &lt;br /&gt;
#&#039;&#039;&#039;Fiery Convocation:&#039;&#039;&#039; CV7, pick one enemy unit within 18&amp;quot;. Until your next hero phase, roll a dice at the end of each phase, on a 6+ the units suffer d3 mortal wounds.&lt;br /&gt;
#&#039;&#039;&#039;Bind Endless:&#039;&#039;&#039; CV7, pick one endless spell within 18&amp;quot;. Until your next hero phase, that endless spell has the &#039;&#039;&#039;BOUND&#039;&#039;&#039; keyword.&lt;br /&gt;
#&#039;&#039;&#039;Tide of Serpents:&#039;&#039;&#039; CV8, pick one enemy unit within 12&amp;quot;. Roll a die for each model in the unit; each 5+ causes a mortal wound.&lt;br /&gt;
&lt;br /&gt;
==Warscrolls==&lt;br /&gt;
===Heroes===&lt;br /&gt;
====Slann====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Lord-Kroak-en.pdf Lord Kroak]:&#039;&#039;&#039; (Slann; Unique; 320pts) Kroak is still strong despite being nerfed due to updates. Is defensively 7W, 4+ save and negates any wound suffered on 4+. He has two unique spells: Celestial Deliverance, which he can cast 3 times per turn, allows him to inflict d3 (3 on Chaos Daemons) mortal wounds on up to three enemy units within 10&amp;quot; on a 2+. It gets more difficult to cast each time, starting at a casting value of 7, then 8, and finally 9. Comet&#039;s Call inflicts d3 mortal wounds on d3 (d6 if you rolled 10+ when casting) units of your choice. D3 mortal wounds... on up to any six enemy units. This spell has a global range, and only a small handful of units can shrug off mortal wounds. Do you know what you do on turn 1 with this spell? Start peppering as many enemy heroes as you can with this spell, two good shots and on average that&#039;s a kill. The enemy is a Legions of Nagash player with an annoying necromancer who&#039;ll summon a bunch of reinforcements? Comet&#039;s Call. Does your enemy general have a really devastating Command Ability? Comet&#039;s Call. Kroak is basically an assassin who traded his sniper rifle for small meteors and he can be devastating from the first turn if you capitalize on this. In addition, in a game where the average number of spells a wizard can cast is one per turn, Kroak can cast four. FOUR!  And can generate extra command points.  NOTE: The new Command Ability is the same as the Slann&#039;s one and Implacable Foresight is a standard ability. &lt;br /&gt;
** &#039;&#039;&#039;Kroaknado&#039;&#039;&#039; A popular and absolutely hilarious strategy thanks to the advent of Endless Spells. Set aside the points and put Kroak on top of a Balewind Vortex with Chronomatic Cogs nearby. Kroak now throws a whopping &#039;&#039;&#039;6 spells per turn with an extra 6&amp;quot; to the range!&#039;&#039;&#039; Just going off of his base spells, that gives him 3 Celestial Deliverances, Comet&#039;s Call, Arcane Bolt and a Mystic Shield each turn. But if you&#039;re playing with the Realm of Battle rules, this combo jumps from &amp;quot;Dick Move&amp;quot; to &amp;quot;I didn&#039;t really want friends anyways&amp;quot;; Throw more mortal wounds around in Aqshy and Chamon. Make Kroak into a total tank in Ghyran. Debuff your enemies something fierce in Ulgu... but for maximum fun, play against Daemons of Chaos in Hysh. Exorcising Beam+Celestial Deliverance+Comet&#039;s Call+Arcane Bolt= 1d6+9+1d3+1d3 = up to 21 Mortal Wounds! Ribbit Ribbit mothafuckas! &lt;br /&gt;
** Kroaknado may be further extended by getting Astrolith Bearer near Kroak (+1 to casting rolls and +6&amp;quot; to spell range). Plus the arcane vassel, if a SKINK WIZARD is within 12&amp;quot; or a ORACLE ANYWHERE on the Battlefield; you may measure the spell range from that SKINK WIZARD. In the new battletome, Kroak has innate +1 to casting/dispell/unbinding rolls. Use Sage&#039;s Staff Sacred Asterism on him for another +1 to casting rolls. If you really want your spells to go off, take another Slann and cast Celestial Equilibrium for yet another +1 to casting rolls. Enjoy your +4 bonus to casting rolls, +12&amp;quot; to spell range and 6 cast attempts. With this setup, it is possible to autocast mystic shield and arcane bolt. Celestial deliverance will go off on 3+/4+/5+ natural rolls. This is what&#039;s called MAGIC.   &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Slann-Starmaster-en.pdf Slann Starmaster]:&#039;&#039;&#039;(Slann, 260pts) Oh boy, did the [[Old Ones]] buff these lovable fat frogmen. They went from &amp;quot;hey, they are pretty good, give &#039;em a chance&amp;quot; to &amp;quot;you are playing this game wrong if you don&#039;t have one&amp;quot;. Having powerful battle traits backed up with a choice of three strong command traits, expect to see this guy everywhere until nerfed to the ground (or get new competition for the spot). Can cast and unbind 3 spells per turn, CA gives one fellow Seraphon unit wholly within 18&amp;quot; the ability to fly and add 1 to saves in the Shooting Phase,  Now Slann&#039;s unique spell is Kroak&#039;s Comet&#039;s Call, has Masters of order (universal unbind and +1 to casting, unbinding and dispelling rolls) and Impeccable Foresight (2d6, 4+ in Slann&#039;s case). He is still able to cast spells, through SKINK WIZARDS within 12&amp;quot; of him and through ORACLE ANYWHERE on the battlefield, measuring the distance from them.&lt;br /&gt;
&lt;br /&gt;
====Saurus====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Saurus-Scar-Veteran-on-Cold-One-en.pdf Scar-Veteran on Cold One]:&#039;&#039;&#039; (Saurus, 110pts, 10 Summon points): Leader of the Saurus Cavalry. He can get tons of attacks from the rider and mount bites and exploding hits from warpick. His Command Ability allows one Saurus unit to score 2 hits instead of 1 on the unmodified hit roll of 6. extra effective since they have at least 2 melee weapons and extra effective on Knights with their 5 attacks (7 if Coalesced).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Saurus-Scar-Veteran-on-Carnosaur-en.pdf Scar-Veteran on Carnosaur]:&#039;&#039;&#039; (Saurus, Behemoth, 210pts, 25 Summon points): Carnosaur is the big show here! It gained several interesting abilities: its bite attacks get +1 to hit if it targets a unit with wound characteristics of 7 or less, if it kills an enemy model it can run and charge in the same turn for the remainder of the game, and it doles out -1 to Bravery to enemies within 3&amp;quot;. Not to mention the bite attack now deals 5 damage (before being bracketed)!! Currently, the best build for the Scar-vet&#039;s weapon is the Warspear as it has the same 6 attacks as the warblade with the same 3+ to hit &amp;amp; wound, but gains a 2&amp;quot; range and +1 damage on the charge (greatblade is the weakest with half the # attacks and a 4+ to hit, but does deal a consistent 2 damage). Has the same CA as the Scar-Veteran on Cold One. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Saurus-Sunblood-en.pdf Saurus Sunblood]:&#039;&#039;&#039; (Saurus, 130pts, 15 Summon points) Living avatars of &amp;lt;s&amp;gt;Dracothion&amp;lt;/s&amp;gt; Sotek, the Sunblood is a dedicated combat hero that hits shit with his shield and hits even harder with his club. 7 Wounds 3+ save making him quite the tank for a hero. He&#039;s pretty good in combat as he deals a total of 7 attacks before his special ability. If he rolls a 6 to hit, that attack becomes 2 hits. And then, a 6 to wound deals 1 mortal wound in addition to any other damage. He also has Scent of Weakness Command Ability. You can pick one enemy unit within 12&amp;quot; of the Sunblood. He then tells his troops &amp;quot;fuck that unit up,&amp;quot; which lets every Saurus unit add 1 to wound rolls against that unit until your next turn. Great for when you really need to crush a specific enemy unit fast.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Saurus-Oldblood-en.pdf Saurus Oldblood]&#039;&#039;&#039; &#039;&#039;on Foot:&#039;&#039; (Saurus, 110pts, 10 Summon points):  Has FOUR different weapon options (please refer to his warscroll); his CA gives a Saurus unit +1 to hit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Saurus-Oldblood-on-Carnosaur-en.pdf Saurus Oldblood on Carnosaur]:&#039;&#039;&#039; (Saurus, Behemoth, 250pts, 25 Summon points): Aside the potent Carnosaur abilities, he loses his Stardrake Shield (no longer a concern, Stardrake Shield&#039;s special rules are gone in the new Battletome) and regular weapons for a Sunbolt Gauntlet (shoots D6 times at 18&amp;quot;, kinda regular profile, with -1 Rend and 1 damage, but get +1 To Wound if he targets CHAOS DAEMONS) and a Sunstone Spear (strong weapon, 3 attacks, 3+ to hit and wound, -1 rend and 3 damage). His Command ability is the same as Oldblood&#039;s on Foot one.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Saurus-Astrolith-Bearer-en.pdf Saurus Astrolith Bearer]:&#039;&#039;&#039; (Saurus, Totem, 140pts, 15 Summon points) A Scar-Veteran with a totem.  It allows any Seraphon wholly within 12&amp;quot; to ignore wounds or mortal wounds on a roll of 6 and gives +1 to casting spells and +6&amp;quot; to spell ranges which are all extremely desirably abilities. As if that wasn&#039;t enough, these guys can also be used as a focal point for celestial summoning. Usually, you have to summon units close to your Slann, but if you have an Astrolith bearer you can also summon units near the Astrolith bearer. So, you can use Lords of Space and Time to teleport your Astrolith wherever you want and then summon out of it, up to and including dropping Carnosaurs 9&amp;quot; behind juicy enemy battleline and other just as planned goodness, and all without risking your invaluable Slann. Have fun.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Saurus-Eternity-Warden-en.pdf Saurus Eternity Warden]:&#039;&#039;&#039; (Saurus, 110pts, 10 Summon points) Saurus Guard-type hero, wields a big fuck-you-stick that is pretty good on its own, but ultimately you&#039;re taking him to bodyguard your Slann and buff nearby Saurus Guard. CA allows &#039;&#039;one&#039;&#039; S.Guard unit wholly within 18&amp;quot; to gain +1 to hit rolls. &amp;lt;s&amp;gt;And yes, this stacks with the battalion to give them D3 damage. Ouch.&amp;lt;/s&amp;gt; Battalion rules have changed significantly.&lt;br /&gt;
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====Skinks====&lt;br /&gt;
&#039;&#039;&#039;[[Awesome|Skink Chiefs are back]]&#039;&#039;&#039;!&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Skink-Starseer-en.pdf Skink Starseer]:&#039;&#039;&#039; (Skink; Wizard; 140pts; 15 Summon points) The new generic [[Tetto&#039;eko]] and CP generator. After years of being just a Skink sitting on a palanquin with you no real competitive or even casual usage, he finally can do something. Mostly useful as a utility-mage, usually generating a CP each of your Herosphases. He also has a dirty spell that increases save rolls for a single friendly unit or decreases save rolls for a single enemy unit by 1. &lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Skink-Starpriest-en.pdf Skink Starpriest]:&#039;&#039;&#039; (Skink; Wizard; 120pts; 15 Summon points) When Age of Sigmar was first released, Tetto&#039;Eko was the only non-Slann wizard Seraphon had, but the Battletome gave them this second guy too. His only weapon&#039;s unremarkable, but he has two abilities: His staff, which can give any nearby Seraphon unit to deal mortal wounds on unmodified wound rolls of 6 (yes, this affects ranged weapons), and his special spell, which can reduce the hit rolls of an enemy unit by 1.  They are cheap extra Wizards that will let you cast/dispel another Endless Spell per turn and extend the Slann&#039;s range when casting spells. It also has a chance to generate a Command Point in every friendly hero phase.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Skink-Priest-en.pdf Skink Priest]:&#039;&#039;&#039; (Skink; priest; 70pts; 10 Summon points) Allows a SKINK unit wholly within 12&amp;quot; to run and charge/shoot in the same turn if he rolls a 3+ first. His Command ability adds 1 to hit rolls of any attacks made by any one SKINK unit. He is instrumental in any skink-heavy army and having a movement of 8&amp;quot;, he can keep up in any Flying lizard or Massive Dino rush build. Pro-Tip: The Skink Priest no longer has the built-in option of using the feather cloak to increase its movement and be able to fly, so, instead of buying an expensive Finecrap model from [[GeeDubs]], just use the spare Priest on foot you get from building a Stegadon instead of an EotG.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Terradon-Chief-en.pdf Terradon Chief]:&#039;&#039;&#039; (Skink; 70pts; 10 Summon points) Squishy Terradon hero. Makes friendly Terradon drop rocks on 2+ instead of 4+ through Command Ability.&lt;br /&gt;
** [[Tiktaq&#039;to]] and Zwup live on!&lt;br /&gt;
** Does NOT have rocks himself in the rules, unless that was an oversight on GW&#039;s part. &lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Ripperdactyl-Chief-en.pdf Ripperdactyl Chiefs]:&#039;&#039;&#039; (Skink; 80pts; 10 Summon points) Same as above but on Ripperdactyl. Increases friendly Ripperdactyl jaw attacks by 1 with Command Ability. This ability id restricted to once per unit.  &lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Engine-of-the-Gods-en.pdf Engine of the Gods]:&#039;&#039;&#039; (Skink; Artillery; Behemoth; 260pts; 30 Summon points) Replaces everything we said about the Priest from above with a fucking Triceratops and a table: you roll a number of D6 that depends on if the Slann is near it (2 usually, a Slann within 12&amp;quot; allows you to throw an extra dice) and you can either damage yourself, heal yourself, damage a single unit or many units (this used to be two separate types of attacks, now you have to choose one, which is far more consistent), summon 10 Saurus Warriors (this is an actual NERF. On the first iteration, it allowed you to place one unit of ANY kind, then just some of a pool of four units, now only Warriors). It&#039;s totally random, but almost all of its effects are deadly as fuck. Given how you need a Slann to make 3D roll, you will usually get the healing effect and a good chance of attacking. Only with a Slann nearby you get the possibility of summoning Warriors, and only rolling 3 6s you can get the double attack buff. It&#039;s a bunch of skinks on a GIANT DINOSAUR! Why aren&#039;t you playing it? Rolling an 18 on the table has been updated and no longer grants a second turn, instead, it gives all of your units wholly within 24&amp;quot; double attacks and rerolls charge rolls. Still good, but not quite as cool. [[JoJo&#039;s Bizarre Adventure | Instead of shouting out of your lunges &#039;&#039;&#039;ZA WARUDO!!!!&#039;&#039;&#039;, now you have to shout &#039;&#039;&#039;MADE IN HEAVEN!!!!&#039;&#039;&#039;]]. Also also, these guys now gain +1 to the save rolls against one unit they are fighting that has up to 5 models. This is a welcome increase to your chances of survival against elite units, heroes or monster hunters. Another thing to note is that the Stegadon part of the Engine Of The Gods is considered the hero and the priest on top isn&#039;t actually part of the warscroll, therefore the Stego&#039;s attacks (i.e. Grinding Jaws, Massive Horns, Crushing Stomps) are technically attacks made by a hero. You Might be able to pull of some crazy shit with artefacts/command traits that affect the bearers attacks.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Stegadon-en.pdf Skink chief on Stegadon]:&#039;&#039;&#039; (Skink; Behemoth; 270pts; 30 Summon points) Same as Stegadon, but also a Hero. Receives some more attacks with Warspear and a Command Ability to give one SKINK unit wholly within 24&amp;quot; a bonus attack for all melee weapons.  &lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Skink-Oracle-on-Troglodon-en.pdf Skink Oracle on Troglodon]:&#039;&#039;&#039; (Skink; Oracle; Behemoth; 260pts; 25 Summon points) No longer the loser it was in WFB. This blind Spinosaurus has the ability to use both range and melee decently. Its Skink Oracle rider is now a fully-fledged WIZARD and can draw upon Slann powers, receiving the Comet&#039;s Call spell, unlimited unbind range and +1 to rolls for casts, dispels and unbind attempts! It can be hilariously fast since its ranged attack gives it a reroll charge distance. It gets a bunch of decent attacks in melee and causes enemies within 3&amp;quot; to subtract 1 from their bravery. On top of that, it seems that now GW uses the word &amp;quot;&#039;&#039;&#039;Trog&#039;&#039;&#039;&amp;quot; as a synonym for &amp;quot;&#039;&#039;regeneration&#039;&#039;&amp;quot;, [[Awesome|since now this mofo can heal D3 wounds per turn]]. It can be fun to watch these bifid-tail fellows snowballing out of control if your enemy somehow let them unchecked. Cool sculpt; jack of all trades, master of none tho, it might have used here and there, but you sadly will find someone who does the job better most of the. Unfortunately, it is now the most expensive of the dinos available, due to the buffs. so it no longer makes a cheap filler piece. What you can&#039;t take away from him is being a somewhat tanky Slann range extender that won&#039;t mind being in melee.&lt;br /&gt;
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===Battleline===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Saurus-Warriors-en.pdf Saurus Warriors]:&#039;&#039;&#039; (Battleline; Saurus; 90/320pts; Min:10; Max:40; 10 Summon points for a unit of 10, 18 for a unit of 20)  Saurus Warriors are one of the best Battleline units of any faction, period. With Bravery 8 (10 if STARBORNE), 4+ Save, two melee weapon attacks, they&#039;re rock solid. Get +1 attack to their hand weapon if the unit has 15+ models, Nice (more than nice - in a Coalesced force that will give you a battleline unit at four attacks per 9 point model - 8 points if at full unit size.  That&#039;s horrifying.).  Only the meanest Heros and Monsters will kill them fast; in every other circumstance, you can rely on them to [[get shit done]]. Tarpitting things, holding objectives, killing hordes, or anything you want, they will do it, and do it well. Make them the anchor of your army, and you won&#039;t be disappointed.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Saurus-Guard-en.pdf Saurus Guards]:&#039;&#039;&#039; (Conditional battline: Seraphon army; Saurus; 100pts; Min:5; Max:20;  10 Summon points for a unit of 5) Sadly these guys are no longer your generic Seraphon HERO guard and have been reverted to their original fluff-role, protecting the SLANN. Saurus guard units now intercept wounds or MWs aimed at any SLANN within 3&amp;quot; on a 2+. They hit and wound on 3+ with their halberds, make two attacks apiece with rend -1, plus bite attacks that can tack on one or two extra wounds, they hit very very hard. Unfortunately, they can only be summoned in groups of five, so they make poor reinforcements. Note: These guys last long as shit against anything not designed for mowing down infantry thanks to the above rules. There is even a video in which a single temple guard lasts four rounds with a runeson on magmadroth, the first two rounds completely solo.&lt;br /&gt;
**They are now two wounds per model, come in units of 5, and lost their ignore -1 Rend rule, so better give them an anti-magic umbrella if you want them alive, or simply don&#039;t bring them if you expect heavy MW opposition.&lt;br /&gt;
** In certain situations/games, Saurus may be a better option than these guys (see Saurus entry above).&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Saurus-Knights-en.pdf Saurus Knights]:&#039;&#039;&#039; (Conditional battline: Seraphon army; Saurus; 100pts; Min:5; Max:20; 10 Summon points for a unit of 5) A bunch of lizards riding lizards, each able to be armed with a bevy of tools. They are proper cavalry now, instead of elite infantry: they finally move at 8&amp;quot;. Have Weapon choice to hit on 3s or get bonus damage on the charge. Run a Scar-Vet on Cold One with a Skink Starseer to devour Peasants in a blink of an Eye.&lt;br /&gt;
** Also, see alternate option on Saurus Warriors, above.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Skinks-en.pdf Skinks]:&#039;&#039;&#039; (Conditional battline: Seraphon army;  Skinks; 60pts; Min:10; Max:40; 6 Summon points for a unit of 10) They get a +1 attack if the unit has 15+ models. They are stupidly fast for infantry (seriously, now they might as well be our ranged skirmish &amp;quot;cavalry&amp;quot;, [[Ork|it looks like they got all painted in red]]) and not that squishy because of their shields, unlike the plenty of skirmishers of the game. They Nurfed by no longer having the retreat ability. they are still a good ranged harassing and objective Holding/Stealing unit. Sadly, their Bravery got nerfed to the ground: 5. You don&#039;t have to worry if you are Starborne. You HAVE to worry if you are Coalesced.&lt;br /&gt;
** The standard box comes with the pieces to build 24 Skinks and the SC! the set comes with 12, though, with a bit of kitbashing, you can turn those 4 extras into a team of Skink Handlers and a Priest. Or better yet, as you accumulate things like Terradons and Stegadons, you will also get some spare Skinks from them, so you can make even more regular Skinks. Maybe you can tweak their pieces a little bit to be the Alphas of the unit, making them stand out on the battlefield. This is one of the boons of this hobby, especially for a faction like ours.&lt;br /&gt;
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===Other===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Chameleon-Skinks-en.pdf Chameleon Skinks]:&#039;&#039;&#039; (Skinks; 90pts; Min:5; Max:20; 10 Summon points for a unit of 5) They can teleport into and out of reserve instead of moving (except during the 4th battle round). Also, have a 3+ save in cover, and shooting attacks deal a mortal wound on a 6 to hit.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Terradon-Riders-en.pdf Terradon Riders]:&#039;&#039;&#039; (Skinks; 120pts; Min:3; Max:12; 10 Summon points for a unit of 3) First flying cavalry. Once per game they drop mortal wound-causing boulders on units they passed through in Movement Phase, Sunleech Bolas make d6 attacks. Used as Flying Harassing Shooting and Objective Grabbing with its 16&amp;quot; of movement. NOTE: New battletome nerfed them hard but made them dirt-cheap too. As an additional bonus, building this sprue makes for some of the most gorgeous models in GW.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Ripperdactyl-Riders-en.pdf Ripperdactyl Riders]:&#039;&#039;&#039; (Skinks; 140pts; Min:3; Max:12; 10 Summon points for a unit of 3) The other vicious flying one. How they massacred my boys. They can make a lot of beak attacks, making 3 attacks that explode on 6 to hit and which once per battle rerolls hits when near an enemy near a materializing Bloat Toad. Six of these guys make for 18 (24 for Coalesced) beak attacks. Nasty. Wizards don&#039;t stand a chance. They used to make an extra attack per successful attack, [[Skub|but not anymore]]. As an additional disadvantage, building this sprue makes for some of the most ridiculous models in GW.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Salamander-Hunting-Pack-en.pdf Salamanders]:&#039;&#039;&#039; (Skink; 80pts; Min:4; Max:12; 10 Summon points) Fucking hell, these guys are deadly. They make four shooting attacks now rather than using a template, but that shot hits and wounds on 3+ and does D3 DAMAGE! A unit of these guys can really mess up an enemy monster or character. In addition, any hit rolls of 6 stop the attack sequence and deal D3 mortal wounds instead. Did I mention it has rending -2? Yeah, -2. Because fuck your enemies. Handlers are now the part of the unit and serve no purpose other than ablative wounds and the range is always 12&amp;quot;.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Razordon-Hunting-Pack-en.pdf Razordons]:&#039;&#039;&#039; (Skink; 80pts; Min: 4; Max:12; 10 Summon points) Another ranged unit, Razordons make 2d6 attacks at 18&amp;quot; which gain rending -1 within 6&amp;quot;. In addition, it can fire D6 more spikes when charged or charges, and that is still on a decent fighter. Razordons are, pound for pound, the best unit in the Seraphon faction, bar none. These are basically the only units I have that my regular opponents are actually afraid of. In practice, their stat line makes them capable of some truly punishing fire. They are terrifying to charge, both because of instinctive defense overwatch shots and, well, being in melee with them means you are a captive target for their positively punishing shooting attacks (plus rending). They aren&#039;t great in melee per se, but they aren&#039;t helpless either. The same goes for their durability. They aren&#039;t really tanky by any stretch of the imagination, but just survivable enough that they can hold something up for at least a turn or two. Also, smart use of Lords of Space and Time teleportation in conjunction with razordon shooting is often referred to as the &amp;quot;Razorbomb&amp;quot; tactic and is an absolute joy to play. Razordons rule. Razordons for president. The new battletome makes everything above apply to salamanders, actually. Razordons have a higher range and more shots, but salamanders less random and have better Rend and Damage and mortal wound potential.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Kroxigors-en.pdf Kroxigor]:&#039;&#039;&#039; (140pts; Min: 3; Max:12; 15 Summon points for a unit of 3) Melee beatsticks that have 4 hammer attacks. 1 in 3 can instead take a moonhammer (4+/3+/-1/2D) gaining a number of attacks equal to all enemies within its 2&amp;quot; range. If their bite hits on unmodified 6, it deals a mortal wound in addition to any damage. If any Skink unit is within 3&amp;quot; of the Krox, they add 1 to hit rolls. Wrap them up with a Skink Cohort and let the Kroxigor hammer.&lt;br /&gt;
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===Behemoth===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Stegadon-en.pdf Stegadon]:&#039;&#039;&#039; (Conditional Battline: Thunder Lizards army; Skink; Behemoth; 240pts; 25 Summon points) A monster triceratops that buffs skinks and aren&#039;t too shabby in combat itself. Unlike the Carnosaur, the Stegadon seems more fit for range combat with all the ranged attacks it gets. Unlike the next monster, however, it can defend itself in combat a decent amount. Either take a Giant bow (24&amp;quot;/3A/4+/3+/-1/3) or What stands out most is its Sunfire Throwers. Remember those giant blowpipes? Yeah well, we replaced the darts with FIYAAAA! Basically they&#039;re now flamethrowers, and instead of making an attack, you have to throw dice for every model in the targeted unit that is in range. On 5+ it suffers a mortal wound. Against Ogres? Not so good. Against a massive horde of zombies? Fuck me, that&#039;s a lot of attacks. Also, these guys roll 1 dice per enemy unit within 1&amp;quot; after charging. On a 3+, it takes D3 mortal wounds. This works better than the last iteration and is also now exclusive for this Steggies, not for the EotG. And really, what&#039;s more metal than a giant war-dinosaur piloted by smaller dinosaurs with fucking flamethrowers? Nothing. Also also, this guy now gains +1 to the save rolls if against one unit they are fighting that has up to 5 models. This is a welcome increase to your chances of survival against elite units, heroes and monsters hunters.&lt;br /&gt;
**Note, however, that you have to be more than 3&amp;quot; from enemy units unless you are in close combat. This reduces the effective range to mere 5&amp;quot;. The lores have two spells with similar effects, which makes bow loadout a little more appealing. &lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Bastiladon-en.pdf Bastiladon]:&#039;&#039;&#039; (Skink; Behemoth; 220pts; 20 Summon points) OH BOY, this dinosaur got some major tweaking. Some buffs and some nerfs. Just like the glass being half empty or half full, if it was nerfed or buffed, it depends on the eye of the beholder. [[Meme|Some might argue that these changes are perfectly balanced, as all things should be]]. A crazy tanky ankylosaur monster. [[Awesome|It has a GIANT CRYSTAL POWERED LASER on its back or can send out snakes for mortal wounds]]. However, this is a ranged beast. 24&amp;quot; range, 9 attacks with -1 rend that do 2 damage? [[Just as planned|Now they also got 2 extra wounds by default (for a total of 10 wounds), and start WITH A FUCKING SAVE OF +1]]. [[Not as planned|This guys used to have a +4 FNP, but not anymore, and now they have a damage table with diminishing stats: making the saves worst by -1 each time they take 2 wounds, up to a +4 save, and both weapons will make less and less attacks the more damage the Bastie gets]]. Solar Engine used to make 2D6 attacks, so having a default 9 attacks is an actual buff; a stable number of attacks and not being trolled by dice suddenly wanting to make a 2 for you. The Arc of Sotek used to technically make infinite attacks, once per model, but it was never a realistic scenario, so making multiple to different or the same model is actually another buff, however, it is now a &amp;quot;melee&amp;quot; weapon with 3&amp;quot; range, instead of the old 8&amp;quot; bubble. This is... something that makes it work differently.&lt;br /&gt;
** Watch out for mortal wounds! With 4+ feel no pain is gone, the only mortal wound defense for this guys is mere Astrolith Bearer&#039;s aura of 6+ wound negation. Enemies can hurt it with mortal wounds, reduce its save and then finish off in close combat. Any time it suffers 5 or more wounds, you want to heal it as soon as possible. Sticking a bound Emerald Lifeswarm near it maybe not a bad idea.&lt;br /&gt;
**2+ UNRENDABLE SAVE!!!!  Rememeber that rend affects the save roll, not your save characteristic and you cant reduce a die roll to less than a 1.  So the 1+ save on the warscroll makes him immune to rend in his top bracket&lt;br /&gt;
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{{anchor|FWDread}}&lt;br /&gt;
*&#039;&#039;&#039;[https://www.forgeworld.co.uk/resources/PDF/AoS_Warscrolls//aos-warscroll-Dread-Saurian.pdf Dread Saurian] (Forge World)&#039;&#039;&#039; (Behemoth; 510pts; 50 Summon points): So you have more gold than an entire Starhost and want to show it? Fine, do it. This freshly updated 3-kilogram beast is now 510 points, with a STAGGERING 35 wounds and a 4+ save. At full health, it has Gargantuan Jaws (2&amp;quot;/3/3+/3+/-2/&#039;&#039;&#039;STRAIGHT FREAKING 6&#039;&#039;&#039;), Raking Claws (2&amp;quot;/6/2+/3+/-1/2) and Armoured Tail (2&amp;quot;/1/4+/3+/-1/D6). It also shrugs off magic on a 6+ (4+ if there&#039;s a Slann within 12&amp;quot;) and when it charges, it does damage on a 2+, for D3 to {{AOSKeyword|MONSTERS}} and D6 to non-MONSTERS. When it goes down, each unit within 3&amp;quot; that isn&#039;t a {{AOSKeyword|MONSTER}} gets to roll. On a 4+, that unit takes D3 damage. It ALSO can, once a battle at the start of the battleshock phase, reduce all enemy bravery within 12&amp;quot; to HALF, which triggers before its always present -1 to bravery, meaning you can drop that Daemon squad from 10 Bravery to 4 for their battleshock phase.&lt;br /&gt;
** Throw this bad boy into a Coalesced army and watch him go HAM. 35 wounds, taking 1 less damage from every attack? Thing&#039;s a beast in more ways than one. Did we forget to mention he’ll also get an extra attack on his Gargantuan Jaws for being Coalesced. Yeah, four jaw attacks, enjoy.&lt;br /&gt;
** Ir if your feeling more Starborne on a particular day you teleport this bad boy around the board and plop him right were your opponent does not want him to be. And worth mentioning while it will be a lot of work, nothing will be more satisfying than managing to get summoning off for this Dino. Your opponent will definitely not like it.&lt;br /&gt;
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===Scenery===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Realmshaper-Engine-en.pdf Realmshaper Engine]:&#039;&#039;&#039; The obligatory setpiece exclusive to this army like the Ossiarch Bone-Tithe Nexus, this is a giant Aztec Pyramid that can garrison up to 20 wounds, and your wizard or priest can live on. During a Hero phase, you can have them select one terrain setpiece on the field. Roll a d6 for each enemy unit within 3&amp;quot; of the setpiece, adding +2 if this is all within 18&amp;quot; of the engine and subtracting 2 if the setpiece is beyond 36&amp;quot; of the engine; on a 4+, the unit suffers D3 mortal wounds. &lt;br /&gt;
**Note that currently, this scenery piece is a mediocre one. &amp;lt;s&amp;gt;It is set up before territory is determined and must be placed 6 inches away from other terrain. This is a fairly large scenery piece so this is fairly difficult to accomplish.&amp;lt;/s&amp;gt; This model is set up &#039;&#039;&#039;Before&#039;&#039;&#039; other terrain, but after objectives and can be placed anywhere more than 6&amp;quot; away from an objective or the table edge, meaning certain missions will be more restrictive than others. The drawback to this terrain piece is that if your opponent wins the roll-off for table edge they can pick the side you&#039;ve placed your engine on and garrison themselves inside of it. They cannot shoot you with its power unless they are using seraphon models but they can still start with units inside of it.&lt;br /&gt;
&lt;br /&gt;
===Endless Spells===&lt;br /&gt;
Worth mentioning. We didn&#039;t really get any exclusive spells/summons like the other re-released armies, but now have access to Bound Endless Spells which [[Just as planned|can only be controlled by us]]. The enemy will no longer send our Purple Suns back to us.&lt;br /&gt;
&lt;br /&gt;
This spells are know as BOUND &amp;gt;Malign Portents Endless Spell Goes Here&amp;lt;, and cost 10 points more than the regular Endless Spells.&lt;br /&gt;
&lt;br /&gt;
==Battalions==&lt;br /&gt;
These are divided into two sections, depending on whether you take your army as Starborne or Coalesced. Starborne gets starhosts, while Coalesced gets temple-hosts.&lt;br /&gt;
*&#039;&#039;&#039;Starhosts:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Eternal Starhost:&#039;&#039;&#039; (200pts; 4030pt. min.) A big wizard (Slann, Starseer, or Oracle on Troglodon), an Eternity warden, 3 units of Saurus Guard, 2+ Sunclaw Starhosts, 1+ Firelance Starhosts, 2+ Shadowstrike Starhosts, 1+ Thunderquake Starhosts. &lt;br /&gt;
***All other abilities aside, you get an extra d3 summoning points if the big wizard from this battalion is alive.&lt;br /&gt;
**&#039;&#039;&#039;Sunclaw Starhost:&#039;&#039;&#039; (160pts; 540pt. min.) A Saurus Oldblood or Sunblood, and three units of Saurus Warriors. &lt;br /&gt;
***All units from this battalion get an extra -1 rend on their Celestite weapons.&lt;br /&gt;
**&#039;&#039;&#039;Firelance Starhost:&#039;&#039;&#039; (160pts; 570pt. min.) A &#039;&#039;&#039;Scar-Veteran&#039;&#039;&#039; (cold one or carnosaur) and three units of Saurus Knights. &lt;br /&gt;
***Attacks with Celestite weapons made by units from this battalion do a mortal wound on an unmodified wound roll of a 6.&lt;br /&gt;
**&#039;&#039;&#039;Shadowstrike Starhost:&#039;&#039;&#039;(170pts; 440pt. min.) A Skink Priest or Starpriest, 2 units of Chameleon Skinks or Skinks (in any combination) and a unit of Ripperdactyl riders or Terradon riders. &lt;br /&gt;
***Allows any unit from this battalion to stay in reserve and deep strike 9&amp;quot; away from enemies at the end of any of your movement phases.&lt;br /&gt;
**&#039;&#039;&#039;Thunderquake Starhost:&#039;&#039;&#039;(130pts; 910pt. min.) An Engine of the gods or Skink Chief on Stegadon, 2 Bastiladons or Stegadons (in any combination) and a unit of kroxigors, a salamander hunting pack, or a razordon hunting pack. &lt;br /&gt;
***Each unit from this battalion can heal for 1 wound in your hero phase, upped to D3 if the unit is within 18&amp;quot; of a friendly slann.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Temple-Hosts:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Eternal Temple-Host:&#039;&#039;&#039; (180pts; 3970pt. min.) A big wizard (Slann, Starseer, or Oracle on Troglodon), an Eternity warden, 3 units of Saurus Guard, 2+ Sunclaw Starhosts, 1+ Firelance Starhosts, 2+ Shadowstrike Starhosts, 1+ Thunderquake Starhosts. &lt;br /&gt;
***All other abilities aside, your Primeval Domain extends to the entire board provided the big wizard from this battalion is alive.&lt;br /&gt;
**&#039;&#039;&#039;Sunclaw Temple-Host:&#039;&#039;&#039; (140pts; 520pt. min.) A Saurus Oldblood or Sunblood, and three units of Saurus Warriors. &lt;br /&gt;
***All units from this battalion get an extra -1 rend on their Jaws weapons.&lt;br /&gt;
**&#039;&#039;&#039;Firelance Temple-Host:&#039;&#039;&#039; (160pts; 570pt. min.) A &#039;&#039;&#039;Scar-Veteran&#039;&#039;&#039; (cold one or carnosaur) and three units of Saurus Knights. &lt;br /&gt;
***All units from this battalion add 3 to run and charge rolls if they are within 18&amp;quot; of the Scar-Veteran.&lt;br /&gt;
**&#039;&#039;&#039;Shadowstrike Temple-Host:&#039;&#039;&#039;(150pts; 420pt. min.) A Skink Priest or Starpriest, 2 units of Chameleon Skinks or Skinks (in any combination) and a unit of Ripperdactyl riders or Terradon riders. &lt;br /&gt;
***In your hero phase, the Priest or Starpriest from this battalion can point at an enemy unit it can see. All units in this battalion add 1 to hit rolls against that unit until your next hero phase.&lt;br /&gt;
**&#039;&#039;&#039;Thunderquake Temple-Host:&#039;&#039;&#039;(150pts; 930pt. min.) An Engine of the gods or Skink Chief on Stegadon, 2 Bastiladons or Stegadons (in any combination) and a unit of kroxigors, a salamander hunting pack, or a razordon hunting pack. &lt;br /&gt;
***In your hero phase, you can choose to make all units from this battalion swift or savage.&lt;br /&gt;
****&#039;&#039;&#039;Swift:&#039;&#039;&#039; Units from this battalion can run and still shoot and/or charge in the same turn.&lt;br /&gt;
****&#039;&#039;&#039;Savage:&#039;&#039;&#039; Units from this battalion get an extra attack on each of their melee weapons.&lt;br /&gt;
&lt;br /&gt;
==Army Building==&lt;br /&gt;
===Start Collecting!===&lt;br /&gt;
&lt;br /&gt;
Arguably the best way to start your army is to get two Start Collecting! boxes. With the advent of now having to choose from both Skinks and Saurus units, now we have some of the best ways to make an army faster and having welcome discounts for buying all the models compared as buying them on their own.&lt;br /&gt;
&lt;br /&gt;
Really, that easy. 2 Saurus Warriors units, 3 Saurus Knights units and an extra Knight that can be converted to a Scar-Veteran on Cold One, and two Carnos/Trog as you want, and 4 extra Warriors that can be used as summoning fodder or conversion material. Also if you&#039;re willing to field some cheeky conversions, there&#039;s a [http://www.lustria-online.com/threads/getting-the-most-from-your-start-collecting-seraphon-box.20560/ useful post] at Lustria Online that details how to really pimp this kit far beyond GW ever intended, squeezing out a solid 800+ points per box.&lt;br /&gt;
&lt;br /&gt;
You could simply buy more Start Collecting! boxes, maybe another 3. This is because one box comes with 12 Warriors (because is a relatively old sprue and the regular box has 20 Warriors), so you can have 60 Warriors between the 5 boxes. You will also get another 24 Knights, but they are a pretty viable unit (unlike Oldhammer latest editions), and you will never, ever, will have extra Carnosaurs. They are just beautiful models, worth every cent.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;The Thunderbeast Host bundle from GW is also a good way to save around 15% worth in the big boys of the faction: 2 Stegadons, another Carno, and one flying unit.&amp;lt;/s&amp;gt; Unfortunately out of print. Just remember to pick up a Kroak.&lt;br /&gt;
&lt;br /&gt;
An honorable mention to the Arcane Heroes bundle for Silver Tower: it has a Skink Starpriest, and if you have a friend who could use the other heroes of the kits, or you yourself have another army or small force, its a good purchase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NEW FOR THE NEW BATTLETOME: START COLLECTING! SKINKS!&#039;&#039;&#039; 12 nimble mini-lizards, with 3 flying cavalry models, who you can use as objective grabbers or dive bombers, given their high movement, a Bastie, which means you get a Bastie, and a Starpriest, which means you get a Starpriest.&lt;br /&gt;
&lt;br /&gt;
So, yeah, you have quite a few options to get some Seraphon miniatures in easy to get blocks. &#039;&#039; -Hold on, hold on, are you sure this is [[GW]]?&#039;&#039;&lt;br /&gt;
&amp;lt;s&amp;gt;(&#039;&#039;Note: &#039;&#039;&#039;&#039;&#039;WE NEED TO UPDATE THIS LISTS. THEY ARE 4 YEARS OLD BY NOW&#039;&#039;&#039;&#039;&#039;&amp;lt;/s&amp;gt; Working on updates and linkages. What a better way to start the decade than updating us, the first faction to get introduced (after Sigmarines and Khorne Bloodbounds) to the AoS parade as a whole?&lt;br /&gt;
&lt;br /&gt;
The point here is to share and &amp;lt;s&amp;gt;rape, pillage, and steal&amp;lt;/s&amp;gt; collaborate ideas to build an army on the shape, but you should think about playing what you like the most (as always, fun is first, as long as you don&#039;t act like [[That Guy]]). Also, we&#039;ll try to suggest you easy ways to get a strong force while trying to save the most money possible, which shouldn&#039;t be that hard, since [[GW]] have been releasing bundles with decent saving on a constant basis &amp;lt;s&amp;gt;WHAT KIND OF [[HERESY]] IS THIS?&amp;lt;/s&amp;gt;&#039;&#039;). Keep in mind that with all the different special rules, opponents may get a bit tired of hearing Seraphon ignore that (e.g. Slann wizards can dispel or unbind spells anywhere on the battlefield). Sucks to be them.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039; Note that as of the new battletome, a lot of these lists will function a bit differently to the way they are listed here&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===The Art of Summoning===&lt;br /&gt;
Credit due to [http://www.lustria-online.com/threads/the-art-of-summoning.22178/ Lustria Online forums].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Only 1 Spell per Slann and Oracle can be converted to Celestial Conjuration Points&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
(Question - is this section still accurate or is Seraphon now limited to just converting only 1 spell per model/ turn into summon points?)&lt;br /&gt;
 Edit: slanns and ORACLE( the troglodon guy only) are the only ones able to give &#039;&#039;&#039;up 1 spell per dude and per phase&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;so with kroak/slann as general, an Oracle and a banner you can get up to 4 D3 points per turn&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Engine of the Gods--While not contributing to the CCP, does have independent summoning abilities. If you are going to create a summoning list, might as well go all in.&lt;br /&gt;
&lt;br /&gt;
===Matched Play GHB2019 List===&lt;br /&gt;
Credit again to [http://www.lustria-online.com/threads/matched-play-list-ghb2019.23300/#post-281635 Lustria Online Matched Play GHB2019] and all the contributors. Below are highlighted. Use the link for details, as they are updated in the forums.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2000 Point Lists:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Dracothion&#039;s Tail/Shadowstrike Starhost--Single drop army with Slann, Oldblood on a Carnosaur, Scar Vet on a Cold one, and Starpriest. Add Rippers, Skinks, Knights, and Razors to round out. Alpha strike list with summoning.&lt;br /&gt;
&lt;br /&gt;
* Shadowstrike Starhost--Slann, AB, &amp;lt;s&amp;gt;couple EotG&amp;lt;/s&amp;gt; (NO MORE VALID, since ONLY 1 EotG can be activated each turn), and Starpriest. Add Rippers, Skinks, and Razors. More summoning focused.&lt;br /&gt;
&lt;br /&gt;
* Thunderquake Starhost--Slann, AB, EotG, and Starpriest. Razors, Skinks, and couple Bastiladons (with friggin LASERS!!!)&lt;br /&gt;
&lt;br /&gt;
* Kroak+Slann Mortal Wound Spam--Because one frog just ain&#039;t enough. Slann, Kroak, AB, Scar Vet on a Cold One, Starpriest, Knight-Incantor. Add Knights and Razors. Move of a casting list to rain down magical goodness on the enemy. It also is a 2-drop.&lt;br /&gt;
&lt;br /&gt;
* Fangs of Sotek&lt;br /&gt;
&lt;br /&gt;
* Kroaknado--Kroak, &amp;lt;s&amp;gt;EotG xFOUR&amp;lt;/s&amp;gt; (NO MORE VALID, since ONLY 1 EotG can be activated each turn), and AB. Add Skinks and Razors. Summon from the EoTG and cast from the frog.&lt;br /&gt;
&lt;br /&gt;
* Shooting--Slann, AB, and Starpriest. Add 3 units of Razor X3, Skinks, and Bastiladons x3 (with friggin LAZORS!!!)&lt;br /&gt;
&lt;br /&gt;
* Eternal Starhost&lt;br /&gt;
&lt;br /&gt;
* Eternal Starhost &amp;amp; Shadowstrike Starhost&lt;br /&gt;
&lt;br /&gt;
* Dracothion&#039;s Tail&lt;br /&gt;
&lt;br /&gt;
* Triple Carnosaur&lt;br /&gt;
&lt;br /&gt;
* Dread Saurian w/Dracothion&#039;s Tail&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1500 Point Lists:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dracothion&#039;s Tail (@Lizerd&#039;s list)&lt;br /&gt;
&lt;br /&gt;
Shadowstrike Starhost&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1000 Point Lists:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Shadowstrike Starhost&lt;br /&gt;
&lt;br /&gt;
Shooting&lt;br /&gt;
&lt;br /&gt;
Sunclaw Starhost&lt;br /&gt;
&lt;br /&gt;
Eternal Starhost&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Meeting Engagement:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Eternal Starhost&lt;br /&gt;
&lt;br /&gt;
Shadowstrike Starhost&lt;br /&gt;
&lt;br /&gt;
Double Carnosaur&lt;br /&gt;
&lt;br /&gt;
Shadowstrike Starhost w/Ripperdactyls&lt;br /&gt;
&lt;br /&gt;
Dread Saurian&lt;br /&gt;
&lt;br /&gt;
Purple Sun&lt;br /&gt;
&lt;br /&gt;
===Matched points===&lt;br /&gt;
&lt;br /&gt;
Fortunately, Seraphon has a wide array of units, and everyone is viable.&lt;br /&gt;
&lt;br /&gt;
From a single Start Collecting! you get:&lt;br /&gt;
&lt;br /&gt;
* 90 points from 10 Saurus Warriors.&lt;br /&gt;
* 100 points from 5 Saurus Knights. **points updated!**&lt;br /&gt;
* 260 points from a Troglodon OR 210 from a Saurus Scar-Veteran on Carnosaur OR 250 from a Saurus Oldblood on Carnosaur. **points updated!**&lt;br /&gt;
*&#039;&#039;Total:&#039;&#039; 420 points using a Troglodon OR 480 points using a Scar-Veteran on Carnosaur OR 540 points using an Oldblood on Carnosaur.&lt;br /&gt;
&lt;br /&gt;
Not counting the possible extra models you can use: 110 for a Knight converted or counting as a Scar-Vet on Cold One (damn, you could simply use the 3 extra Knights as Scar-Vets too), 110 from using the free Saurus Oldblood on foot if you built a Troglodon and 70/120 from getting creative to use your Skink Oracle as a Skink Priest or Starpriest, and you could even use Jungle Swarms from the Cold One&#039;s bits if you are allowed.&lt;br /&gt;
&lt;br /&gt;
NOTE AND UPDATE: with general&#039;s handbook 2017, every Seraphon unit received a huge discount (Balanced by the fact that their awesome warscroll battalion now cost a lot more). This means you now can field both a Trog and Oldblood on Carnosaur using units in two Start Collecting boxes. Exactly, both. Have fun supporting and attacking with Oldblood and Troglodon while receiving the screening from Warriors and Knights, have fun! A lot!!&lt;br /&gt;
&lt;br /&gt;
===1000 pt.===&lt;br /&gt;
Here the core tax is 1 &#039;&#039;&#039;Leader&#039;&#039;&#039; and 2 &#039;&#039;&#039;Battleline&#039;&#039;&#039; units, you can have up to 4 &#039;&#039;&#039;Leaders&#039;&#039;&#039;, 2 &#039;&#039;&#039;Artilleries&#039;&#039;&#039; and 2 &#039;&#039;&#039;Behemoths&#039;&#039;&#039;. Your minimum tax is 220 points; 2 10-units Skins and a Skink Priest or Starpriest.&lt;br /&gt;
&lt;br /&gt;
Two Start Collecting! kits give you a quick and easy to get force, as well as a multi-task list, with some spared models to use in larger games.&lt;br /&gt;
* 20 Saurus Warriors (Battleline).&lt;br /&gt;
* 10 Saurus Knights (Battleline).&lt;br /&gt;
* Scar-Veteran on Carnosaur (Leader/Behemoth).&lt;br /&gt;
* Saurus Oldblood on Foot (Leader).&lt;br /&gt;
* Troglodon (Behemoth).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt; This uses exactly 1000 points. &amp;lt;/s&amp;gt;&lt;br /&gt;
As of the new battletome, this list is 960 points and got a bit better.&lt;br /&gt;
&lt;br /&gt;
This is a heavily focused melee list.&lt;br /&gt;
&lt;br /&gt;
Depending on what you are facing, the Scar-Veteran and the Saurus Oldblood are good generals; excellent weapons and stats. The Saurus Oldblood is more defensive, favouring a steady approach, and the Scar-Vet is generally more offensive.&lt;br /&gt;
&lt;br /&gt;
Use your Warriors in one or two blocks as you wish; you get a +1 To Hit if you have at least 15 on the same unit, but with only 20 this will probably last 1-2 turns. Bring them along your Saurus Oldblood on foot if you are using him as your general.&lt;br /&gt;
&lt;br /&gt;
Use two units of Knights, using the weapons you find the most useful. They are quite slow for regular cavalry tho, at 8&amp;quot;. Use them as flankers and alongside your Scar-Vet if he is your general.&lt;br /&gt;
&lt;br /&gt;
The Troglodon is a great addition here, since its a jack of all trades. D3 ranged attack with good profile and damage (and the only ranged unit on this list), and get 3&amp;quot; extra if it can charge successfully and damaged with his poison, which can be quite effective since it has 7 attacks at +4 hit (with enough luck and not having taken so much damage, it can be able to deal 15 wounds on melee), it has its own roar that subtracts 1 from enemy Bravery and, most importantly, it is a wizard that can cast 1 and unbind one spell, gets a +1 to casting, unbinding and dispelling, and knows the spell comet&#039;s call in addition to one from the skink spell lore.&lt;br /&gt;
&lt;br /&gt;
Not a specialist, but it [[gets shit done]]. However, never expose it to get 8 or more wounds. Its ranged attack has 18&amp;quot;, gets worst if by 3&amp;quot; each time it suffers 2 or more wounds, it gets 1&amp;quot; for each two wounds and its bite starts at +2 to wound, reduces to +3 the next for wounds and get worst by one each time it suffers two additional wounds. (this is less of an issue now that it can heal D3 wounds a turn on a 2+, but still try to be careful with him)&lt;br /&gt;
&lt;br /&gt;
It biggest flaw is that it fills lots of roles. Expect to see some heavy focus upon it.&lt;br /&gt;
&lt;br /&gt;
===2000 pt.===&lt;br /&gt;
Here the core tax is 1 &#039;&#039;&#039;Leader&#039;&#039;&#039; and 3 &#039;&#039;&#039;Battleline&#039;&#039;&#039; units, you can have up to 6 &#039;&#039;&#039;Leaders&#039;&#039;&#039;, 4 &#039;&#039;&#039;Artilleries&#039;&#039;&#039; and 4 &#039;&#039;&#039;Behemoths&#039;&#039;&#039;. Your minimum tax is 260 points; 3 10-units of Skinks (60 points per 10) and one of the following leaders: Saurus Oldblood, Saurus Scar-Veteran on Cold One, Skink Priest (80 points) or Skink Starpriest.&lt;br /&gt;
&lt;br /&gt;
Keep using 2 Start Collecting! kits, now you can deploy all the models included:&lt;br /&gt;
&lt;br /&gt;
* 20 Saurus Warriors (Battleline).&lt;br /&gt;
* 15 Saurus Knights (Battleline).&lt;br /&gt;
* Scar-Veteran on Cold One (Leader).&lt;br /&gt;
* A Firelance Starhost (using the Cold One Scar-Veteran)&lt;br /&gt;
* Saurus Oldblood on Carnosaur (Leader/Behemoth).&lt;br /&gt;
* Saurus Oldblood on Foot (Leader)&lt;br /&gt;
* Troglodon (Behemoth).&lt;br /&gt;
&lt;br /&gt;
This alone costs 1370 points. But if you can replace the Oldblood on foot or [[Counts as|count it as]], you can pick a Saurus Sunblood for 20 additional points.&lt;br /&gt;
&lt;br /&gt;
Now, lets assume you also got a Thunderbeast Host kit, now add: &lt;br /&gt;
&lt;br /&gt;
* An Engine of the Gods (Leader/Behemoth).&lt;br /&gt;
* 1 Stegadon (Behemoth).&lt;br /&gt;
* 3 Terradon/Ripperdactyls Riders.&lt;br /&gt;
&lt;br /&gt;
This will cost 1960 points, or 1980 if you play a Sunblood instead of the Oldblood on foot. &lt;br /&gt;
&lt;br /&gt;
Other option is to use a Skink Priest or Starpriest instead the Oldblood on foot: you will have one spare Priest from building a Stegadon anyway, and with some convertion you could use your spare Oracle as one of those two. You can get a Starpriest if you wish, its a nice little sculpt.&lt;br /&gt;
&lt;br /&gt;
This list features more ranged options.&lt;br /&gt;
&lt;br /&gt;
Having 16 Cold One Knights, you can easily convert one into a Scar-Vet and make a Firelance. The Scar-Vet on Cold One is a good choice for a general because his command ability synergizes strongly with the Knights: re-rolling hits and charges is important, more considering how the Blazing Lances stacks with Blazing Cohort (yet another mortal wound), and the Cold Ones gain an additional attack. This battalion can easily snowball if left unchecked.&lt;br /&gt;
&lt;br /&gt;
While lacking the Stardrake Shield, the Oldblood on Carno might be a little more killy than the Scar-Veteran by virtue of his sunbolt beams, while his spear is still as good as the regular. His command ability is strong for heroic wrecking balls.&lt;br /&gt;
&lt;br /&gt;
The Thunderbeast models are great supportive options: the Engine of the Gods speaks for itself and the Stegadon can deal a good amount of AoE or single target damage. Both of them should be keeping distances when not overly necessary, but can be dangerous when charging towards the enemy. The flying cavalry is quite useful. Terradons should be preferred by virtue of their ranged attacks, while the Ripperdactlys can dish out important damage for evasive but fragile enemy units.&lt;br /&gt;
&lt;br /&gt;
The Oldblood on foot is a strong support for your Saurus, even without its command ability. The Sunblood is [[DISTRACTION CARNIFEX|a big, bulky, scary lizard, able to soak decent amounts of damage and dealing it back]]. The Skink Star/Priest are reliable support options; the Priest can be a strong buff machine, while the Starpriest is a cheap wizard that can help your units with magic.&lt;br /&gt;
&lt;br /&gt;
As a bonus, deploying this whole army should be a sight to behold!&lt;br /&gt;
&lt;br /&gt;
====[https://www.warhammer-community.com/2020/03/05/stegageddon-the-final-form-of-listbuildinggw-homepage-post-2/ STEGAGEDDON]====&lt;br /&gt;
&#039;&#039;&#039;WARNING&#039;&#039;&#039;: This is a GW invention, and even they admit this is more of a [[meme]] list than anything else. So basically, yeah, we Order Beastclaw Raiders now. [[AWESOME|Just with a herd of rampaging Stegadons]]. This also quite a throwback to WHFB 7th edition, with the old dead meme of &amp;quot;replace X, add Stegas&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
# Field a &#039;&#039;&#039;Coalesced Thunder Lizard&#039;&#039;&#039; army. This already sounds as pleasing as you guess.&lt;br /&gt;
# Because of this, Steggies are now &#039;&#039;&#039;BATTLELINE&#039;&#039;&#039; instead of &#039;&#039;&#039;BEHEMOTH&#039;&#039;&#039;, so you will need &#039;&#039;&#039;FOUR&#039;&#039;&#039;. Yes, you&#039;ll need money. Yes, you&#039;ll won&#039;t regret it. Equip them with a healthy blend of Skystreak Bows (A whooping 25&amp;quot; range, 3 attacks, 4+/3+/-1/D3) and Sunfire Throwers (A bubble of 8&amp;quot; 3+/3+/-/1). Remember, this celestial flamethrower &#039;&#039;&#039;MAKE AN ATTACK FOR EACH MODEL IN RANGE&#039;&#039;&#039;. This will deter your enemy from sending units with low wounds and plenty of models against you, [[Meme|will disappoint hordes immeasurably, and their day will be ruined]].&lt;br /&gt;
# Get yet another Steggie and give him a Skink Chief as commander. His/it command ability lets you pick 1 &#039;&#039;&#039;SKINK&#039;&#039;&#039; unit per phase, wholly between 2&amp;quot; of range, and adds 1 to the attacks it can make with melee weapons. All Steggies, being crewed by Skinks, get this keyword, so you can trample all over your enemies with a little extra dinomight. Nice.&lt;br /&gt;
# Grab two Engines of the Gods. Remember the mantra of our enlightened Slann Masters: &#039;&#039;More Stegs, more fun&#039;&#039;.  This will give you the needed support you lacked so far. The effects from &#039;&#039;Cosmic Engine&#039;&#039; will get tweaked, since the article says that now rolls of 4-8 heal D3 wounds to nearby units.  This means that the single lazor beam or the [[dakka]] Whirpool will get modified. We only have to wait two weeks more, and the Engines will still rock, so no prob.&lt;br /&gt;
# The article here suggests you pick a Bastie with Solar Engine (but you can technically still use other Stega). This to use it in tandem with a new Command Ability: &#039;&#039;TROVE OF OLD ONE TECHNOLOGY&#039;&#039;. Per phase, a unit can use its Engines (Solar or Cosmic) once again. If &#039;&#039;Cosmic&#039;&#039;, &#039;&#039;&#039;this means it can heal &amp;lt;s&amp;gt;D6&amp;lt;/s&amp;gt; &#039;&#039;2D3&#039;&#039; wounds&#039;&#039;&#039;, or get another chance to shoot cosmic [[dakka]] to your enemies. If &#039;&#039;Solar&#039;&#039;, this means &#039;&#039;&#039;[[Dakka|you effectively will shoot 18 attacks PER SHOOTING PHASE]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1970 POINTS OF SAURIAN STOMPS!&#039;&#039;&#039; This of course means some problems: you will not cover the whole battlefield, you relly on &#039;&#039;&#039;MONSTER&#039;&#039;&#039;S that get diminishing stats as they get hurt, and you will be slow as Nurgle after a nightover. They also say that you can try tweaking the list adding a Slann and some Star Skink (priest or seers, so maybe the seers will get a buff to make them actually viable, even for a meme list), but this list is just a paleo-sight to behold, and an inversion worth every single cent. And if you have played [[Total War: Warhammer|Total Warhammer II]], you already know how satisfying is to send a herd of Steggies to wipe clean a horde of pesky ratmen.&lt;br /&gt;
&lt;br /&gt;
Who knows? this might be the dawn of a new Stega-Meta!&lt;br /&gt;
&lt;br /&gt;
===2500 pt.===&lt;br /&gt;
Here the core tax is 1 &#039;&#039;&#039;Leader&#039;&#039;&#039; and 4 &#039;&#039;&#039;Battleline&#039;&#039;&#039; units, you can have up to 8 &#039;&#039;&#039;Leaders&#039;&#039;&#039;, 5 &#039;&#039;&#039;Artilleries&#039;&#039;&#039; and 5 &#039;&#039;&#039;Behemoths&#039;&#039;&#039;. Your minimum tax is 320 points ; 4 10-units Skins and one of the following leaders: Saurus Oldblood, Saurus Scar-Veteran on Cold One, Skink Priest or Skink Starpriest.&lt;br /&gt;
&lt;br /&gt;
From the previous example list, not much more to add here. &lt;br /&gt;
&lt;br /&gt;
If you picked a Sunblood, you could get third Warriors unit and upgrade them to a Sunclaw Starhost. Add a Slann Starmaster is a fantastic idea; 3 spells/unbinds, can cast through skink heroes and Troglodons at 15&amp;quot; away and buff your whole army.&lt;br /&gt;
&lt;br /&gt;
This costs 2440 points. If your place allows older scrolls, you could pick a Skink Chief to close at 2500.&lt;br /&gt;
&lt;br /&gt;
Another mention should be going out yet again to the skinks. In a Seraphon army there are 5 ways to improve your save and 4 out of those are skink exclusive. There is a special kind of hell for those people that let their bastiladon lose 6 wounds and use the skink priest and starseer to give it yet the same 1+ unreadable save. Speaking of which with the stegadon helmet relic and the nimble command trait a stegadon with skink chief can achieve the same. The skink monsters provide stupidly tough anvils and make kharradron jealous with their mounted machine gun turrets. They lack a little in Meele compared to the carnos but hey, it&#039;s not like your opponent can kill those walking tanks anytime soon.&lt;br /&gt;
 &lt;br /&gt;
==Allied Armies==&lt;br /&gt;
Stormcast Eternals and now Sylvaneth. Fluff-wise, it makes sense: Sigmarines hate Chaos as much as we do, and Sylvaneth and us are kinda... sorta... forma... forces of nature... Coalesced and Sylvaneth share a love of foliage, a hatred of Chaos and &amp;quot;get off our lawn!&amp;quot; policies.&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
&lt;br /&gt;
*[http://www.lustria-online.com/ Lustria-Online.com, the main Seraphon army forum.]&lt;br /&gt;
{{Age_of_Sigmar_Tactics}}&lt;br /&gt;
[[Category:Age of Sigmar]] [[Category:Age of Sigmar/Tactics]]&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:90DE:BC6F:35FE:2925</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Order/Seraphon&amp;diff=36471</id>
		<title>Age of Sigmar/Tactics/Order/Seraphon</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Order/Seraphon&amp;diff=36471"/>
		<updated>2020-07-17T01:43:41Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:90DE:BC6F:35FE:2925: /* Pros */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Age of Sigmar Faction|Faction=Seraphon|Logo=Lizardy.jpeg|Alliance=Order| Lore=Lizardmen|Motto=Aztec dinosaurs riding bigger dinosaurs that shoot lasers and fuck shit up.}}&lt;br /&gt;
&#039;&#039;PAGE UNDER REWORK.&#039;&#039;&lt;br /&gt;
==Why Play Seraphon==&lt;br /&gt;
Because they are [[Lizardmen]] in AoS. Motherfucking mesoamerican dinosaur people riding motherfucking dinosaurs, what is not to love? &lt;br /&gt;
&lt;br /&gt;
Want more details?, fine:&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* They are [[Awesome|Aztec lizardmen riding dinosaurs]].  This trumps any other faction in AoS (including the [[Idoneth Deepkin|sea-monster-riding soul pirates]], the [[Kharadron Overlords|steampunk sky-pirate dorfs]] and the [[Daughters of Khaine|bikini-clad hot chicks and monstergirls]]).&lt;br /&gt;
&lt;br /&gt;
* Since they survived so well the End of Times, they have 27 different units available; more than any other surviving miniatures without splitting into smaller subfactions (at least for Order players, since Slaves to Darkness also survived really well).&lt;br /&gt;
&lt;br /&gt;
* They are [[Awesome|Aztec lizardmen riding dinosaurs]].&lt;br /&gt;
&lt;br /&gt;
* Having so many miniatures makes room for extreme flexibility: you can go all Saurus, all Cavalry, all Skinks, all dinostomp, with tons of leaders buffing all of them. Simply you have many options available to choose from.&lt;br /&gt;
&lt;br /&gt;
* They are [[Awesome|Aztec lizardmen riding dinosaurs]].&lt;br /&gt;
&lt;br /&gt;
* Excellent synergy. Your heroes will buff and buff [[your dudes]].&lt;br /&gt;
&lt;br /&gt;
* They are [[Awesome|Aztec lizardmen riding dinosaurs]].&lt;br /&gt;
&lt;br /&gt;
* Many big heroes can generate more CP for your Dino synergies.&lt;br /&gt;
&lt;br /&gt;
* They are [[Awesome|Aztec lizardmen riding dinosaurs]].&lt;br /&gt;
&lt;br /&gt;
* Tons of bonuses for hitting rolls. If your hit roll is worse than 3+, you are doing something wrong.&lt;br /&gt;
&lt;br /&gt;
* They are [[Awesome|Aztec lizardmen riding dinosaurs]]. &lt;br /&gt;
&lt;br /&gt;
* They have arguably the two most powerful, non-Monster keyword, wizards in the entire game: Lord Kroak is still around, being able to cast FOUR spells each hero phase while having extremely aggressive abilities, but the regular Slann got a massive buff on GHB 2017, more of this on Battle Traits and Battle Traits, making your regular froggies even more versatile than Kroak. (There is still a fight akin to the Kirk vs Picard fights over whether Tzeentch or Legions of Nagash have the best wizard, even if probably Nagash IS the best wizard of the game, followed by Kroak, &#039;&#039;yet again, our fat frogmen don&#039;t have the keyword &#039;&#039;&#039;MONSTER&#039;&#039;&#039; like Nagash&#039;&#039;). &lt;br /&gt;
&lt;br /&gt;
* They are [[Awesome|Aztec lizardmen riding dinosaurs]].&lt;br /&gt;
&lt;br /&gt;
* Pretty much everyone worth its salt has &#039;&#039;at least&#039;&#039; one -1 Rend weapon. It is quite unusual for an army that&#039;s not made out of purely elite units to have this many -1 Rend. This might also be a replacement for all the shield rules that used to give us a protection versus -1 Rend.&lt;br /&gt;
&lt;br /&gt;
* They have a strong community and a really passionate fanbase. It&#039;s fun to play a faction that has so much love behind it.&lt;br /&gt;
&lt;br /&gt;
* With the advent of the 2020 Battletome, now we come in two tasty flavours! Do you like the idea of Seraphon being quite literally Order Daemons manifested into existence via Slann memories and/or a summoning/magic centered lizard army? Go Starborne. Do you prefer the idea of Serapohn starting to colonize the Realms and starting to make their very own mini-Lustrias wherever then settle and pure dinosaurian might? Go Coalesced.&lt;br /&gt;
&lt;br /&gt;
* Really easy to collect, thanks to having two really good Start Collecting! kits: One is worth a Carnosaur and gives you 12 Warriors and 8 Knights for free, the best deal in the entire GW range; and the other gifts you 12 Skinks, a Star Priest and a Terradon for buying a Bastiladon and other two Terras. All of these units go from really good to must haves in any army.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;NEW&#039;&#039;&#039; with the Battletome: [[Awesome|Now we and only we have direct control over Predatory Endless Spells]]. Giving the middle... finger? claw? real hard to Teclis, Nagash and Tzeentch on this one.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;NEW&#039;&#039;&#039; with the Battletome: Skink Chiefs are back!&lt;br /&gt;
&lt;br /&gt;
* Did I mention that they are [[Awesome|Aztec lizardmen riding dinosaurs]]?&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*As of 2020, the faction got radically redone because of [[Powergamer|player abuse]]. Like, really redone. No more OP Summoning (at least you are Dracothion&#039;s Tail) and skink kiting. You have to rethink how to play them as many of the old combos have either been done away with or changed to the point the old tactics just won&#039;t work anymore. Now, this can also be a pro depending if you played against this army before.&lt;br /&gt;
* Some say that  your generals are the glue that keeps your army together: all of your heroes keep your units together; individually Seraphon units can pull off a fight but are not nearly as strong without a leader nearby, so expect them to be the prime target of your enemy.&lt;br /&gt;
* In Summoning army lists, your Slann general&#039;s safety is critical: he is no longer the glue of your army: he is the atomic links that holds your entire Universe. If the Slann is killed, there is not much of a backup option to bring additional points to the table.&lt;br /&gt;
* They, like their Sigmarine allies, really hate being on the receiving end of Mortal Wounds as there&#039;s little they can do about it.  &lt;br /&gt;
* They don&#039;t make for the best-ranged army, even considering their binocular theropod vision. Yet again, is this Age of Charge-mar.&lt;br /&gt;
* While having lots of bonuses for hit rolls, Seraphon doesn&#039;t have many ways to get re-rolls or increase wound rolls. Not much of a problem, since most units already wound on 3+ roll, but still.&lt;br /&gt;
&lt;br /&gt;
==Rulebooks==&lt;br /&gt;
{{AOSRulebooks|tome=Seraphon|points=General&#039;s handbook 2019}}&lt;br /&gt;
&lt;br /&gt;
Seraphon(2020)&lt;br /&gt;
&lt;br /&gt;
==Allegiance Abilities==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#00DDF3;&amp;quot;&amp;gt;Battle Traits&amp;lt;/span&amp;gt;===&lt;br /&gt;
If your army has a {{AOSKeyword|SERAPHON}} allegiance and chooses to take the {{AOSKeyword|SERAPHON}} allegiance abilities, it has the following rules:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warriors of the Stars and the Realms:&#039;&#039;&#039; You must pick if your entire army has The Coalesced or Starborne allegiance during list building.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Contemplations of the Ancient One:&#039;&#039;&#039; At the end of your hero phase, 1 friendly {{AOSKeyword|SLANN WIZARD}} can swap their Celestial Domination Lore spell with another. It gives you a nice extra level of adaptability to battlefield conditions. This is literally the old rule only Slann had, but it no longer costs a spell less to cast. Fantastic.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sacred Asterisms:&#039;&#039;&#039; At the start of each your hero phases, you pick a constellation to be active.&lt;br /&gt;
**&#039;&#039;&#039;The Great Drake:&#039;&#039;&#039;  During combat phase pick a SERAPHON hero, +1 attack to his melee weapons&lt;br /&gt;
**&#039;&#039;&#039;The Hunter&#039;s Steed:&#039;&#039;&#039; +1 run and charge for friendly Seraphon.&lt;br /&gt;
**&#039;&#039;&#039;The Sage&#039;s Staff:&#039;&#039;&#039; In the hero phase, pick a Seraphon Wizard, he gains +1 casting and dispelling during your turn and +1 unbinding during enemy&#039;s.&lt;br /&gt;
&lt;br /&gt;
====The Coalesced ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Predatory Fighters:&#039;&#039;&#039; +1 attack of jaw weapons by Coalesced.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Scaly Skin:&#039;&#039;&#039; -1 damage inflicted for each successful attack against a Coalesced unit (min 1).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cold-Blooded:&#039;&#039;&#039; {{AOSKeyword|SERAPHON}} Ignore Bravery modifiers&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Primeval Dominion:&#039;&#039;&#039; [[Just as planned|Within your territory, only you benefit from Damned, Arcane, Inspiring, or Mystical terrain features, and only the enemy suffer from Deadly and Sinister]].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Coalesced Constellation:&#039;&#039;&#039; You may take only the Koatl&#039;s Claw or Thunder Lizard constellations.&lt;br /&gt;
&lt;br /&gt;
====The Starborne====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Starborne Constellation:&#039;&#039;&#039; May pick the Dracothian&#039;s Tail or Fangs of Sotek keyword and ability.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lords of Space and Time:&#039;&#039;&#039; Once per turn, at the end of your movement phase, you can pick one of your {{AOSKeyword|SERAPHON}} units anywhere on the battlefield to be transported through space and time. If you do so, remove the unit from the battlefield and set up again anywhere more than 9&amp;quot; from any enemy unit. GHB 2019 removed the dice roll, so no more chance for a fun teleport and move. But then again, your lizards won&#039;t occasionally spend a turn staring at the stars either.&lt;br /&gt;
**Carnos flanking for days to come and quick escapes for your heavily damaged Slann. Deep striking is kinda what AoS is all about. If you have any experience with it, you know how valuable it is.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Unfeeling:&#039;&#039;&#039; Starborne all have Bravery changed to 10 on Warscrolls. Given how they actually nerfed the regular Bravery to 8 on average (Kroxigors now have 7, so take that in mind), this is how we compensate&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Celestial Conjuration&#039;&#039;&#039; New summoning method brought in from GHB 2018. There are three ways to generate Celestial Conjuration points:&lt;br /&gt;
#In your hero phase, each {{AOSKeyword|SLANN}} or  {{AOSKeyword|ORACLE}} can choose to forego one of his spellcasting attempts to give you D3 Celestial Conjuration points each time.	&lt;br /&gt;
#At the end of your hero phase, if your general is a {{AOSKeyword|SLANN}} or {{AOSKeyword|STARSEER}} and is still alive, you receive d3 more Celestial Conjuration point.&lt;br /&gt;
#Also at the start of your hero phase, you receive D3 more Celestial Conjuration points if you have any Astrolith Bearers alive on the table. Note that you might have several Astroliths but you&#039;ll still only get D3 points a turn.&lt;br /&gt;
: You can spend these points at the end of your movement phase to summon stuff from the following list. The unit has to arrive wholly within 12&amp;quot; of a friendly {{AOSKeyword|SLANN}}, {{AOSKeyword|ORACLE}} or friendly Astrolith Bearer, and more than 9&amp;quot; from all enemy models.	&lt;br /&gt;
: Note that you can summon several units per turn if you&#039;ve saved up enough points. Also note that while the General is the main source of conjuration points, if he dies you can still spend them to bring units in near the Astrolith or a different Slann or Oracle. &lt;br /&gt;
	&lt;br /&gt;
&#039;&#039;&#039;Summoning table&#039;&#039;&#039;&lt;br /&gt;
Additional reference to [http://www.lustria-online.com/threads/the-art-of-summoning.22178/ Lustria Online The Art of Summoning] for commentary on units:	&lt;br /&gt;
* Excellent (exceptionally useful, you should always have it at hand)&lt;br /&gt;
* Good (almost always useful, some time can be a suboptimal choice)&lt;br /&gt;
* Suboptimal (can be useful, but it&#039;s situational; usually there are better choices)&lt;br /&gt;
* Poor (bad unit to summon, useful only under exceptional circumstances)&lt;br /&gt;
&lt;br /&gt;
Seraphon unit --- Cost&lt;br /&gt;
&lt;br /&gt;
1 Dread Saurian - 50 (&#039;&#039;This will never happen&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
1 Stegadon with skink chief--- 30 (&#039;&#039;Suboptimal&#039;&#039;)	&lt;br /&gt;
&lt;br /&gt;
1 Engine of the Gods --- 30 (&#039;&#039;Poor&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
1 Stegadon --- 25 (&#039;&#039;Good&#039;&#039;)	&lt;br /&gt;
&lt;br /&gt;
1 Saurus Old-Blood on Carnosaur --- 25 (&#039;&#039;Good&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
1 Skink oracle on Troglodon --- 25 (&#039;&#039;Suboptimal&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
1 Saurus Scar-Veteran on Carnosaur --- 20 (&#039;&#039;Good&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
1 Bastiladon --- 20 (&#039;&#039;Good&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
20 Saurus Warriors --- 20 (&#039;&#039;Good&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
3 Kroxigor --- 15 (&#039;&#039;Excellent&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
1 Saurus Astrolith Banner --- 15 (&#039;&#039;Suboptimal&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
1 Skink Starseer --- 15 (&#039;&#039;Suboptimal&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
1 Skink Starpriest--- 15 (&#039;&#039;Suboptimal&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
5 Chameleon Skinks --- 15 (&#039;&#039;Suboptimal&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
1 Saurus Sunblood --- 15 (&#039;&#039;Suboptimal&#039;&#039;)&lt;br /&gt;
 &lt;br /&gt;
3 Ripperdactyl Riders --- 10 (&#039;&#039;Good&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
1 Ripperdactyl Chief --- 10 (&#039;&#039;Suboptimal&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
1 Saurus Eternity Warden --- 10 (&#039;&#039;Good&#039;&#039;)&lt;br /&gt;
	&lt;br /&gt;
5 Saurus Guard --- 10 (&#039;&#039;Situational - Good&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
5 Saurus Knights --- 10 (&#039;&#039;Suboptimal&#039;&#039;)&lt;br /&gt;
	&lt;br /&gt;
1 Saurus Oldblood --- 10 (&#039;&#039;Suboptimal&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
1 Saurus Scar-Veteran on Cold One --- 10 (&#039;&#039;Suboptimal&#039;&#039;)&lt;br /&gt;
	&lt;br /&gt;
10 Saurus Warriors --- 10 (&#039;&#039;Good&#039;&#039;)&lt;br /&gt;
	&lt;br /&gt;
1 Skink Priest --- 10 (&#039;&#039;Suboptimal&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
3 Terradon Riders --- 10 (&#039;&#039;Good&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
1 Terradon Chief --- 10 (&#039;&#039;Suboptimal&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
1 Razordon --- 10 (&#039;&#039;Excellent&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
1 Salamander --- 10 (&#039;&#039;Excellent&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
10 Skinks --- 6 (&#039;&#039;Good&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
===Constellations===&lt;br /&gt;
Your space-dinos now have Chapter Tactics in the form of these Constellations. As per the norm, taking one of these Constellations means you have to take their Command Trait and Artefact. Starborne armies get Dracothion’s Tail or Fangs of Sotek, while Coalesced armies can choose Koatl’s Claw or Thunder Lizard.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dracothion’s Tail&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Poster boys and your go to choice for Slann generals and summoning shenanigans.&#039;&#039;&lt;br /&gt;
;Trait - Appear on Command: Pseudo-deepstriking. You can set up every other unit in reserve and then deploy them at the end of your movement phase wholly within 18&amp;quot; of a friendly Slann. While you should never underestimate a surprise Carnosaur, the fact that it relies on where your Slann is makes standard deep strike strategies harder/riskier to pull off.&lt;br /&gt;
;Command Trait - Ancient Knowledge (Slann only): Know 1 extra spell for your Slann and can reroll 1 casting, dispelling, or unbundling roll for each hero phase. It’s straight fusion of two generic Slann traits.&lt;br /&gt;
;Artefact - Godbeast Pendant: When the bearer dies, roll D6. On 1-3 he dies as normal, on 4-6 he is revived with full wounds, and all wounds allocated before are negated. Basically the same as the Skink Artefact but can be given to Slann or Saurus.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fangs of Sotek&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Skink spam at its finest.&#039;&#039;&lt;br /&gt;
;Trait - First to Battle: Add 3&amp;quot; to friendly Skink movement for the first battle round.&lt;br /&gt;
;Command Ability - Parting Shot: At the end of the enemy’s charge phase, choose one Skink or Chameleon Skink unit wholly within 18&amp;quot; of a friendly Hero (FAQ UPDATE: unit must have been charged that turn). That unit can immediately take a shooting attack. Then on a 4+, that same unit may retreat.&lt;br /&gt;
;Command Trait - Old and Grizzled (Saurus only): So long as your general is on the battlefield at the start of your hero phase, you gain 1 CP on a 3+. &amp;lt;s&amp;gt;Kinda ruins the whole Skink theme by forcing the general to be a Saurus but at least the ability is nice.&amp;lt;/s&amp;gt; the General doesn&#039;t have to be a Saurus, but if it is it must take this trait.&lt;br /&gt;
;Artefact - Serpent God Dagger: Choose one melee weapon. If an enemy model suffers damage from this weapon and has not been slain, you can roll a dice and insta-kill them on a 5+.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Koatl’s Claw&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Cause we needed Saurus spam, apparently.&#039;&#039;&lt;br /&gt;
;Trait - Savagery Incarnate: +1 to hit rolls for Saurus who charge the same turn.&lt;br /&gt;
;Command Ability - Controlled Fury: Choose one Saurus unit within 24&amp;quot; of your Hero. That unit counts as having charged for the Savagery Incarnate rule.&lt;br /&gt;
;Command Trait - Dominant Predator (Saurus only): Any time your General uses a Command Ability on a Saurus unit, he gains back a CP on a 4+.&lt;br /&gt;
;Artefact - Eviscerating Blade: Choose one melee weapon. Unmodified hit rolls of 6 deal 2 mortal wounds in addition to normal damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thunder Lizard&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;When you feel like playing Jurassic Park in the Mortal Realms.&#039;&#039;&lt;br /&gt;
;Trait - Mighty Beasts of War: +2 wounds for monsters.&lt;br /&gt;
;Command Ability - Trove of Old One Technology: Choose either a Bastiladon or EOTG wholly within 18&amp;quot; of a friendly Hero. Bastiladons can fire its Solar Engine again. While the EOTG can use its Cosmic Engine again.&lt;br /&gt;
;Command Trait - Prime Warbeast &amp;lt;s&amp;gt;(General must have Mount)&amp;lt;/s&amp;gt; (General doesn&#039;t have to have a mount, but if it does it must take this trait): +1 to Attacks made by the General’s Mount.&lt;br /&gt;
;Artefact - Fusil of Conflagration: Choose an enemy within 12&amp;quot; during your shooting phase and roll a dice. On a 6, that unit suffers D6 mortal wounds. On a 4-5, D3 mortal wounds. 2-3, nothing happens. And on a 1, you can no longer use this Artefact for the rest of the battle.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#00DDF3;&amp;quot;&amp;gt;Command Traits&amp;lt;/span&amp;gt;===&lt;br /&gt;
There are nine traits for a  {{AOSKeyword|SERAPHON}} General of an army with a &#039;&#039;&#039;SERAPHON&#039;&#039;&#039; allegiance that has chosen to take the &#039;&#039;&#039;SERAPHON&#039;&#039;&#039; allegiance abilities. You can choose one of three depending on which keyword your general has: {{AOSKeyword|SLANN}}, {{AOSKeyword|SAURUS}} or {{AOSKeyword|SKINK}}. (If you roll for picking one; use a 1D3 instead of the regular 1D6 for every other faction in the game).&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#00DDF3;&amp;quot;&amp;gt;Slann Command Trait&amp;lt;/span&amp;gt;====&lt;br /&gt;
All of them are pretty interesting and, while not exactly situational, all of them work better under certain circumstances. Because of Starborne&#039;s Celestial Conjuration, these are the first Command Trait you will consider.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Arcane Might&#039;&#039;&#039;: Re-roll one casting and unbinding or dispelling roll each hero phase. A modest trait, and the most &amp;quot;generic&amp;quot; of the three.&lt;br /&gt;
#&#039;&#039;&#039;Vast Intellect&#039;&#039;&#039;: The general knows one more spell from Celestial Domination lore. &lt;br /&gt;
#&#039;&#039;&#039;Great Rememberer&#039;&#039;&#039;: as long as the general is still alive and on the field, you can throw another D6 at the start of your hero phase to get a CP on a 4+. Pretty good, considering how many CP you&#039;ll need now.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#00DDF3;&amp;quot;&amp;gt;Saurus Command Trait&amp;lt;/span&amp;gt;====&lt;br /&gt;
Only considerable in a Coalesced army. Yet again, Skinks are pretty much the dominant Seraphon subspecies now, so you might not want to use this ones all the time.&lt;br /&gt;
#&#039;&#039;&#039;Disciplined Fury&#039;&#039;&#039;: Re-roll hit rolls of 1 for attacks made with the general&#039;s melee weapons.&lt;br /&gt;
#&#039;&#039;&#039;Thickly Scaled Hide&#039;&#039;&#039;: Re-roll saves of 1 for the general.&lt;br /&gt;
#&#039;&#039;&#039;Mighty War Leader&#039;&#039;&#039;: 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. Quite possibly the one you&#039;ll want if you play a Saurus General, which will happen very rarely.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#00DDF3;&amp;quot;&amp;gt;Skink Command Trait&amp;lt;/span&amp;gt;====&lt;br /&gt;
If you can&#039;t buy a Slann general, have a Skink General. Seriously, this, combined with the Artifacts and Lore make Skink Heroes THE HEROES of your whole army.&lt;br /&gt;
#&#039;&#039;&#039;Master of Star Rituals&#039;&#039;&#039;: If the general is a {{AOSKeyword|WIZARD}}, you can add 1 to casting rolls for him. If not, you can use command ability from Skink Priest Warscroll once per battle round without spending a Command Point.&lt;br /&gt;
#&#039;&#039;&#039;Nimble&#039;&#039;&#039;: Add +1 to the general&#039;s Move characteristics and add +1 to its save.&lt;br /&gt;
#&#039;&#039;&#039;Cunning&#039;&#039;&#039;: If the general is at 3&amp;quot; of an enemy {{AOSKeyword|HERO}}, on a 4 said enemy hero suffers 1 mortal wound. Unless mounted, you don&#039;t want Skinks in melee. Even mounted, it is still meh, unless its you Engine of the Gods.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#00DDF3;&amp;quot;&amp;gt;Artifacts of Power&amp;lt;/span&amp;gt;===&lt;br /&gt;
One HERO in your army (+1 per additional warscroll battalion) may take a relic from the following tables:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Slann&#039;&#039;&#039; only:&lt;br /&gt;
#&#039;&#039;&#039;Zoetic Dial&#039;&#039;&#039;  After set-up is complete but before the battle begins, secretly record the number of a battle round. At the start of that battle round, reveal the information and then heal all wounds allocated to the bearer. In addition, during that battle round, you can re-roll save rolls for attacks that target the bearer&lt;br /&gt;
#&#039;&#039;&#039;Light of Dracothion&#039;&#039;&#039; Once per battle, the bearer can automatically unbind a spell used by an enemy spellcaster OR automatically dispel 1 endless spell within 15&amp;quot;. Take this only if you expect a wizard heavy opposition. Otherwise, skip it. It&#039;s not like you&#039;re short on spellcasters anyway. &lt;br /&gt;
#&#039;&#039;&#039;Prism of Amyntok&#039;&#039;&#039; Once per battle, at the start of your movement phase, you can target an enemy unit within 12&amp;quot;. On a roll of 1, it is struck with 1 mortal wound. A roll of 2-5 inflicts d3 mortal wounds and on a roll of 6 strikes d6 mortal wounds. Great if used in conjunction with &amp;lt;strike&amp;gt;Smite&amp;lt;/strike&amp;gt; Arcane Bolt to kill Heroes. One use only though...&lt;br /&gt;
#&#039;&#039;&#039;Itxi Grubs&#039;&#039;&#039; heal 1 wound at the start of the hero phase. In addition, in your hero phase, you can re-roll 1 cast/dispel for the bearer. In the enemy hero phase, re-roll 1 unbinding rolls for the bearer&lt;br /&gt;
#&#039;&#039;&#039;Plaque of Dominion&#039;&#039;&#039; In your hero phase, pick 1 visible enemy Hero within 12&amp;quot; of the bearer. Until your next hero phase, that HERO fights at the end of the combat phase. In addition, if that HERO is a WIZARD, until your next hero phase, -1 to casting/dispelling and unbinding for that HERO.&lt;br /&gt;
#&#039;&#039;&#039;Throne of the Lost Gods&#039;&#039;&#039; +4&amp;quot; to Move and +1 Wound. If you want to make a turbo-toad, then now you can.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SAURUS&#039;&#039;&#039; only:&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Blade of Realities&#039;&#039;&#039; Improve rend of one of the bearer&#039;s weapons by 1 and add 1 to its damage characteristics if the target of an attack is a HERO&lt;br /&gt;
#&#039;&#039;&#039;Sigils of the Prime Hunter&#039;&#039;&#039; Each time when the bearer fights, after all his attacks a made, roll D6. On 1 nothing happens, on 2-5 1 enemy unit within 1&amp;quot; suffer a mortal wound, on 6 - D3 mortal wounds.&lt;br /&gt;
#&#039;&#039;&#039;Bloodrage Pendant&#039;&#039;&#039; Add 1 to attacks of all bearers weapons, if he lost more than half of his wounds. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SKINK&#039;&#039;&#039; only:&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Incandescent Rectrices&#039;&#039;&#039; When the bearer dies, roll D6. On 1-3 he dies as normal, on 4-6 he is revived with full wounds, and all wounds allocated before are negated. Suddenly, an Engine of the Gods may become a Phoenix. &lt;br /&gt;
#&#039;&#039;&#039;Cloak of Feathers&#039;&#039;&#039; Add 4&amp;quot; to the bearer&#039;s move characteristics and subtract 1 from hit rolls of attacks, that target him. He also can fly. Two words: [[Awesome|FLYING DINOSAUR.]]&lt;br /&gt;
#&#039;&#039;&#039;Sacred Stegadon Helm&#039;&#039;&#039; Add 1 to the bearer&#039;s save characteristics and 1 to his weapons&#039; damage, if he had charged in the same turn. Combine this with Nimble for 2+ Skink Chief on Stegadon.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#00DDF3;&amp;quot;&amp;gt;Seraphon Spell Lore&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
====Lore of Celestial Domination====&lt;br /&gt;
&#039;&#039;&#039;SLANN&#039;&#039;&#039; only:&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Celestial Apotheosis:&#039;&#039;&#039; CV5, 1 visible friendly unit wholly within 18&amp;quot;, heals 1 wound and gets a 3&amp;quot; aura of -1 Bravery. If the casting roll is 10+, heal D3 wounds instead of 1.&lt;br /&gt;
#&#039;&#039;&#039;Walk Between Realms:&#039;&#039;&#039; CV6, 1 visible friendly unit wholly within 18&amp;quot;, that unit fly until your next hero phase.&lt;br /&gt;
#&#039;&#039;&#039;Mystical Unforging:&#039;&#039;&#039; CV7, pick 1 visible enemy &amp;lt;b&amp;gt;Hero&amp;lt;/b&amp;gt; with an artefact of power within 12&amp;quot;.  They take D3 mortal wounds and on a 5+ their artefact no longer has any effect.&lt;br /&gt;
#&#039;&#039;&#039;Celestial Equilibrium:&#039;&#039;&#039; CV7, +1 to cast/dispel/unbind for friendly &amp;lt;b&amp;gt;Wizards&amp;lt;/b&amp;gt; other than the caster until your next hero phase.&lt;br /&gt;
#&#039;&#039;&#039;Stellar Tempest:&#039;&#039;&#039; CV8, pick 1 visible enemy unit within 24&amp;quot; , roll a die for each model in that unit, 5+ causes 1 mortal wound.&lt;br /&gt;
#&#039;&#039;&#039;Drain Magic:&#039;&#039;&#039; CV9, all not &amp;lt;b&amp;gt;BOUND&amp;lt;/b&amp;gt; endless spells within 24&amp;quot; are dispelled.&lt;br /&gt;
&lt;br /&gt;
====Lore of Celestial Manipulation====&lt;br /&gt;
&#039;&#039;&#039;SKINK&#039;&#039;&#039; only:&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Celestial Harmony:&#039;&#039;&#039; CV5, pick a friendly unit wholly within 18&amp;quot;, that unit ignores battleshock tests. If the casting roll is 10 or more, pick all friendly units within 18&amp;quot;.&lt;br /&gt;
#&#039;&#039;&#039;Hand of Glory:&#039;&#039;&#039;     CV5, pick a friendly unit wholly within 18&amp;quot; and visible to the caster. Until the next hero phase, that unit can re-roll hit rolls of 1.&lt;br /&gt;
#&#039;&#039;&#039;Extend Astromatrix:&#039;&#039;&#039; CV6, pick one terrain piece wholly within 18&amp;quot; and visible to the caster, if it is damned, arcane, mystical or inspiring, the effects only apply to the Seraphon player&#039;s units. If it is deadly or sinister, the effects only apply to the opponents units. No duration specified! &lt;br /&gt;
#&#039;&#039;&#039;Fiery Convocation:&#039;&#039;&#039; CV7, pick one enemy unit within 18&amp;quot;. Until your next hero phase, roll a dice at the end of each phase, on a 6+ the units suffer d3 mortal wounds.&lt;br /&gt;
#&#039;&#039;&#039;Bind Endless:&#039;&#039;&#039; CV7, pick one endless spell within 18&amp;quot;. Until your next hero phase, that endless spell has the &#039;&#039;&#039;BOUND&#039;&#039;&#039; keyword.&lt;br /&gt;
#&#039;&#039;&#039;Tide of Serpents:&#039;&#039;&#039; CV8, pick one enemy unit within 12&amp;quot;. Roll a die for each model in the unit; each 5+ causes a mortal wound.&lt;br /&gt;
&lt;br /&gt;
==Warscrolls==&lt;br /&gt;
===Heroes===&lt;br /&gt;
====Slann====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Lord-Kroak-en.pdf Lord Kroak]:&#039;&#039;&#039; (Slann; Unique; 320pts) Kroak is still strong despite being nerfed due to updates. Is defensively 7W, 4+ save and negates any wound suffered on 4+. He has two unique spells: Celestial Deliverance, which he can cast 3 times per turn, allows him to inflict d3 (3 on Chaos Daemons) mortal wounds on up to three enemy units within 10&amp;quot; on a 2+. It gets more difficult to cast each time, starting at a casting value of 7, then 8, and finally 9. Comet&#039;s Call inflicts d3 mortal wounds on d3 (d6 if you rolled 10+ when casting) units of your choice. D3 mortal wounds... on up to any six enemy units. This spell has a global range, and only a small handful of units can shrug off mortal wounds. Do you know what you do on turn 1 with this spell? Start peppering as many enemy heroes as you can with this spell, two good shots and on average that&#039;s a kill. The enemy is a Legions of Nagash player with an annoying necromancer who&#039;ll summon a bunch of reinforcements? Comet&#039;s Call. Does your enemy general have a really devastating Command Ability? Comet&#039;s Call. Kroak is basically an assassin who traded his sniper rifle for small meteors and he can be devastating from the first turn if you capitalize on this. In addition, in a game where the average number of spells a wizard can cast is one per turn, Kroak can cast four. FOUR!  And can generate extra command points.  NOTE: The new Command Ability is the same as the Slann&#039;s one and Implacable Foresight is a standard ability. &lt;br /&gt;
** &#039;&#039;&#039;Kroaknado&#039;&#039;&#039; A popular and absolutely hilarious strategy thanks to the advent of Endless Spells. Set aside the points and put Kroak on top of a Balewind Vortex with Chronomatic Cogs nearby. Kroak now throws a whopping &#039;&#039;&#039;6 spells per turn with an extra 6&amp;quot; to the range!&#039;&#039;&#039; Just going off of his base spells, that gives him 3 Celestial Deliverances, Comet&#039;s Call, Arcane Bolt and a Mystic Shield each turn. But if you&#039;re playing with the Realm of Battle rules, this combo jumps from &amp;quot;Dick Move&amp;quot; to &amp;quot;I didn&#039;t really want friends anyways&amp;quot;; Throw more mortal wounds around in Aqshy and Chamon. Make Kroak into a total tank in Ghyran. Debuff your enemies something fierce in Ulgu... but for maximum fun, play against Daemons of Chaos in Hysh. Exorcising Beam+Celestial Deliverance+Comet&#039;s Call+Arcane Bolt= 1d6+9+1d3+1d3 = up to 21 Mortal Wounds! Ribbit Ribbit mothafuckas! &lt;br /&gt;
** Kroaknado may be further extended by getting Astrolith Bearer near Kroak (+1 to casting rolls and +6&amp;quot; to spell range). Plus the arcane vassel, if a SKINK WIZARD is within 12&amp;quot; or a ORACLE ANYWHERE on the Battlefield; you may measure the spell range from that SKINK WIZARD. In the new battletome, Kroak has innate +1 to casting/dispell/unbinding rolls. Use Sage&#039;s Staff Sacred Asterism on him for another +1 to casting rolls. If you really want your spells to go off, take another Slann and cast Celestial Equilibrium for yet another +1 to casting rolls. Enjoy your +4 bonus to casting rolls, +12&amp;quot; to spell range and 6 cast attempts. With this setup, it is possible to autocast mystic shield and arcane bolt. Celestial deliverance will go off on 3+/4+/5+ natural rolls. This is what&#039;s called MAGIC.   &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Slann-Starmaster-en.pdf Slann Starmaster]:&#039;&#039;&#039;(Slann, 260pts) Oh boy, did the [[Old Ones]] buff these lovable fat frogmen. They went from &amp;quot;hey, they are pretty good, give &#039;em a chance&amp;quot; to &amp;quot;you are playing this game wrong if you don&#039;t have one&amp;quot;. Having powerful battle traits backed up with a choice of three strong command traits, expect to see this guy everywhere until nerfed to the ground (or get new competition for the spot). Can cast and unbind 3 spells per turn, CA gives one fellow Seraphon unit wholly within 18&amp;quot; the ability to fly and add 1 to saves in the Shooting Phase,  Now Slann&#039;s unique spell is Kroak&#039;s Comet&#039;s Call, has Masters of order (universal unbind and +1 to casting, unbinding and dispelling rolls) and Impeccable Foresight (2d6, 4+ in Slann&#039;s case). He is still able to cast spells, through SKINK WIZARDS within 12&amp;quot; of him and through ORACLE ANYWHERE on the battlefield, measuring the distance from them.&lt;br /&gt;
&lt;br /&gt;
====Saurus====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Saurus-Scar-Veteran-on-Cold-One-en.pdf Scar-Veteran on Cold One]:&#039;&#039;&#039; (Saurus, 110pts, 10 Summon points): Leader of the Saurus Cavalry. He can get tons of attacks from the rider and mount bites and exploding hits from warpick. His Command Ability allows one Saurus unit to score 2 hits instead of 1 on the unmodified hit roll of 6. extra effective since they have at least 2 melee weapons and extra effective on Knights with their 5 attacks (7 if Coalesced).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Saurus-Scar-Veteran-on-Carnosaur-en.pdf Scar-Veteran on Carnosaur]:&#039;&#039;&#039; (Saurus, Behemoth, 210pts, 25 Summon points): Carnosaur is the big show here! It gained several interesting abilities: its bite attacks get +1 to hit if it targets a unit with wound characteristics of 7 or less, if it kills an enemy model it can run and charge in the same turn for the remainder of the game, and it doles out -1 to Bravery to enemies within 3&amp;quot;. Not to mention the bite attack now deals 5 damage (before being bracketed)!! Currently, the best build for the Scar-vet&#039;s weapon is the Warspear as it has the same 6 attacks as the warblade with the same 3+ to hit &amp;amp; wound, but gains a 2&amp;quot; range and +1 damage on the charge (greatblade is the weakest with half the # attacks and a 4+ to hit, but does deal a consistent 2 damage). Has the same CA as the Scar-Veteran on Cold One. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Saurus-Sunblood-en.pdf Saurus Sunblood]:&#039;&#039;&#039; (Saurus, 130pts, 15 Summon points) Living avatars of &amp;lt;s&amp;gt;Dracothion&amp;lt;/s&amp;gt; Sotek, the Sunblood is a dedicated combat hero that hits shit with his shield and hits even harder with his club. 7 Wounds 3+ save making him quite the tank for a hero. He&#039;s pretty good in combat as he deals a total of 7 attacks before his special ability. If he rolls a 6 to hit, that attack becomes 2 hits. And then, a 6 to wound deals 1 mortal wound in addition to any other damage. He also has Scent of Weakness Command Ability. You can pick one enemy unit within 12&amp;quot; of the Sunblood. He then tells his troops &amp;quot;fuck that unit up,&amp;quot; which lets every Saurus unit add 1 to wound rolls against that unit until your next turn. Great for when you really need to crush a specific enemy unit fast.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Saurus-Oldblood-en.pdf Saurus Oldblood]&#039;&#039;&#039; &#039;&#039;on Foot:&#039;&#039; (Saurus, 110pts, 10 Summon points):  Has FOUR different weapon options (please refer to his warscroll); his CA gives a Saurus unit +1 to hit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Saurus-Oldblood-on-Carnosaur-en.pdf Saurus Oldblood on Carnosaur]:&#039;&#039;&#039; (Saurus, Behemoth, 250pts, 25 Summon points): Aside the potent Carnosaur abilities, he loses his Stardrake Shield (no longer a concern, Stardrake Shield&#039;s special rules are gone in the new Battletome) and regular weapons for a Sunbolt Gauntlet (shoots D6 times at 18&amp;quot;, kinda regular profile, with -1 Rend and 1 damage, but get +1 To Wound if he targets CHAOS DAEMONS) and a Sunstone Spear (strong weapon, 3 attacks, 3+ to hit and wound, -1 rend and 3 damage). His Command ability is the same as Oldblood&#039;s on Foot one.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Saurus-Astrolith-Bearer-en.pdf Saurus Astrolith Bearer]:&#039;&#039;&#039; (Saurus, Totem, 140pts, 15 Summon points) A Scar-Veteran with a totem.  It allows any Seraphon wholly within 12&amp;quot; to ignore wounds or mortal wounds on a roll of 6 and gives +1 to casting spells and +6&amp;quot; to spell ranges which are all extremely desirably abilities. As if that wasn&#039;t enough, these guys can also be used as a focal point for celestial summoning. Usually, you have to summon units close to your Slann, but if you have an Astrolith bearer you can also summon units near the Astrolith bearer. So, you can use Lords of Space and Time to teleport your Astrolith wherever you want and then summon out of it, up to and including dropping Carnosaurs 9&amp;quot; behind juicy enemy battleline and other just as planned goodness, and all without risking your invaluable Slann. Have fun.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Saurus-Eternity-Warden-en.pdf Saurus Eternity Warden]:&#039;&#039;&#039; (Saurus, 110pts, 10 Summon points) Saurus Guard-type hero, wields a big fuck-you-stick that is pretty good on its own, but ultimately you&#039;re taking him to bodyguard your Slann and buff nearby Saurus Guard. CA allows &#039;&#039;one&#039;&#039; S.Guard unit wholly within 18&amp;quot; to gain +1 to hit rolls. &amp;lt;s&amp;gt;And yes, this stacks with the battalion to give them D3 damage. Ouch.&amp;lt;/s&amp;gt; Battalion rules have changed significantly.&lt;br /&gt;
&lt;br /&gt;
====Skinks====&lt;br /&gt;
&#039;&#039;&#039;[[Awesome|Skink Chiefs are back]]&#039;&#039;&#039;!&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Skink-Starseer-en.pdf Skink Starseer]:&#039;&#039;&#039; (Skink; Wizard; 140pts; 15 Summon points) The new generic [[Tetto&#039;eko]] and CP generator. After years of being just a Skink sitting on a palanquin with you no real competitive or even casual usage, he finally can do something. Mostly useful as a utility-mage, usually generating a CP each of your Herosphases. He also has a dirty spell that increases save rolls for a single friendly unit or decreases save rolls for a single enemy unit by 1. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Skink-Starpriest-en.pdf Skink Starpriest]:&#039;&#039;&#039; (Skink; Wizard; 120pts; 15 Summon points) When Age of Sigmar was first released, Tetto&#039;Eko was the only non-Slann wizard Seraphon had, but the Battletome gave them this second guy too. His only weapon&#039;s unremarkable, but he has two abilities: His staff, which can give any nearby Seraphon unit to deal mortal wounds on unmodified wound rolls of 6 (yes, this affects ranged weapons), and his special spell, which can reduce the hit rolls of an enemy unit by 1.  They are cheap extra Wizards that will let you cast/dispel another Endless Spell per turn and extend the Slann&#039;s range when casting spells. It also has a chance to generate a Command Point in every friendly hero phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Skink-Priest-en.pdf Skink Priest]:&#039;&#039;&#039; (Skink; priest; 70pts; 10 Summon points) Allows a SKINK unit wholly within 12&amp;quot; to run and charge/shoot in the same turn if he rolls a 3+ first. His Command ability adds 1 to hit rolls of any attacks made by any one SKINK unit. He is instrumental in any skink-heavy army and having a movement of 8&amp;quot;, he can keep up in any Flying lizard or Massive Dino rush build. Pro-Tip: The Skink Priest no longer has the built-in option of using the feather cloak to increase its movement and be able to fly, so, instead of buying an expensive Finecrap model from [[GeeDubs]], just use the spare Priest on foot you get from building a Stegadon instead of an EotG.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Terradon-Chief-en.pdf Terradon Chief]:&#039;&#039;&#039; (Skink; 70pts; 10 Summon points) Squishy Terradon hero. Makes friendly Terradon drop rocks on 2+ instead of 4+ through Command Ability.&lt;br /&gt;
** [[Tiktaq&#039;to]] and Zwup live on!&lt;br /&gt;
** Does NOT have rocks himself in the rules, unless that was an oversight on GW&#039;s part. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Ripperdactyl-Chief-en.pdf Ripperdactyl Chiefs]:&#039;&#039;&#039; (Skink; 80pts; 10 Summon points) Same as above but on Ripperdactyl. Increases friendly Ripperdactyl jaw attacks by 1 with Command Ability. This ability id restricted to once per unit.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Engine-of-the-Gods-en.pdf Engine of the Gods]:&#039;&#039;&#039; (Skink; Artillery; Behemoth; 260pts; 30 Summon points) Replaces everything we said about the Priest from above with a fucking Triceratops and a table: you roll a number of D6 that depends on if the Slann is near it (2 usually, a Slann within 12&amp;quot; allows you to throw an extra dice) and you can either damage yourself, heal yourself, damage a single unit or many units (this used to be two separate types of attacks, now you have to choose one, which is far more consistent), summon 10 Saurus Warriors (this is an actual NERF. On the first iteration, it allowed you to place one unit of ANY kind, then just some of a pool of four units, now only Warriors). It&#039;s totally random, but almost all of its effects are deadly as fuck. Given how you need a Slann to make 3D roll, you will usually get the healing effect and a good chance of attacking. Only with a Slann nearby you get the possibility of summoning Warriors, and only rolling 3 6s you can get the double attack buff. It&#039;s a bunch of skinks on a GIANT DINOSAUR! Why aren&#039;t you playing it? Rolling an 18 on the table has been updated and no longer grants a second turn, instead, it gives all of your units wholly within 24&amp;quot; double attacks and rerolls charge rolls. Still good, but not quite as cool. [[JoJo&#039;s Bizarre Adventure | Instead of shouting out of your lunges &#039;&#039;&#039;ZA WARUDO!!!!&#039;&#039;&#039;, now you have to shout &#039;&#039;&#039;MADE IN HEAVEN!!!!&#039;&#039;&#039;]]. Also also, these guys now gain +1 to the save rolls against one unit they are fighting that has up to 5 models. This is a welcome increase to your chances of survival against elite units, heroes or monster hunters. Another thing to note is that the Stegadon part of the Engine Of The Gods is considered the hero and the priest on top isn&#039;t actually part of the warscroll, therefore the Stego&#039;s attacks (i.e. Grinding Jaws, Massive Horns, Crushing Stomps) are technically attacks made by a hero. You Might be able to pull of some crazy shit with artefacts/command traits that affect the bearers attacks.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Stegadon-en.pdf Skink chief on Stegadon]:&#039;&#039;&#039; (Skink; Behemoth; 270pts; 30 Summon points) Same as Stegadon, but also a Hero. Receives some more attacks with Warspear and a Command Ability to give one SKINK unit wholly within 24&amp;quot; a bonus attack for all melee weapons.  &lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Skink-Oracle-on-Troglodon-en.pdf Skink Oracle on Troglodon]:&#039;&#039;&#039; (Skink; Oracle; Behemoth; 260pts; 25 Summon points) No longer the loser it was in WFB. This blind Spinosaurus has the ability to use both range and melee decently. Its Skink Oracle rider is now a fully-fledged WIZARD and can draw upon Slann powers, receiving the Comet&#039;s Call spell, unlimited unbind range and +1 to rolls for casts, dispels and unbind attempts! It can be hilariously fast since its ranged attack gives it a reroll charge distance. It gets a bunch of decent attacks in melee and causes enemies within 3&amp;quot; to subtract 1 from their bravery. On top of that, it seems that now GW uses the word &amp;quot;&#039;&#039;&#039;Trog&#039;&#039;&#039;&amp;quot; as a synonym for &amp;quot;&#039;&#039;regeneration&#039;&#039;&amp;quot;, [[Awesome|since now this mofo can heal D3 wounds per turn]]. It can be fun to watch these bifid-tail fellows snowballing out of control if your enemy somehow let them unchecked. Cool sculpt; jack of all trades, master of none tho, it might have used here and there, but you sadly will find someone who does the job better most of the. Unfortunately, it is now the most expensive of the dinos available, due to the buffs. so it no longer makes a cheap filler piece. What you can&#039;t take away from him is being a somewhat tanky Slann range extender that won&#039;t mind being in melee.&lt;br /&gt;
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===Battleline===&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Saurus-Warriors-en.pdf Saurus Warriors]:&#039;&#039;&#039; (Battleline; Saurus; 90/320pts; Min:10; Max:40; 10 Summon points for a unit of 10, 18 for a unit of 20)  Saurus Warriors are one of the best Battleline units of any faction, period. With Bravery 8 (10 if STARBORNE), 4+ Save, two melee weapon attacks, they&#039;re rock solid. Get +1 attack to their hand weapon if the unit has 15+ models, Nice (more than nice - in a Coalesced force that will give you a battleline unit at four attacks per 9 point model - 8 points if at full unit size.  That&#039;s horrifying.).  Only the meanest Heros and Monsters will kill them fast; in every other circumstance, you can rely on them to [[get shit done]]. Tarpitting things, holding objectives, killing hordes, or anything you want, they will do it, and do it well. Make them the anchor of your army, and you won&#039;t be disappointed.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Saurus-Guard-en.pdf Saurus Guards]:&#039;&#039;&#039; (Conditional battline: Seraphon army; Saurus; 100pts; Min:5; Max:20;  10 Summon points for a unit of 5) Sadly these guys are no longer your generic Seraphon HERO guard and have been reverted to their original fluff-role, protecting the SLANN. Saurus guard units now intercept wounds or MWs aimed at any SLANN within 3&amp;quot; on a 2+. They hit and wound on 3+ with their halberds, make two attacks apiece with rend -1, plus bite attacks that can tack on one or two extra wounds, they hit very very hard. Unfortunately, they can only be summoned in groups of five, so they make poor reinforcements. Note: These guys last long as shit against anything not designed for mowing down infantry thanks to the above rules. There is even a video in which a single temple guard lasts four rounds with a runeson on magmadroth, the first two rounds completely solo.&lt;br /&gt;
**They are now two wounds per model, come in units of 5, and lost their ignore -1 Rend rule, so better give them an anti-magic umbrella if you want them alive, or simply don&#039;t bring them if you expect heavy MW opposition.&lt;br /&gt;
** In certain situations/games, Saurus may be a better option than these guys (see Saurus entry above).&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Saurus-Knights-en.pdf Saurus Knights]:&#039;&#039;&#039; (Conditional battline: Seraphon army; Saurus; 100pts; Min:5; Max:20; 10 Summon points for a unit of 5) A bunch of lizards riding lizards, each able to be armed with a bevy of tools. They are proper cavalry now, instead of elite infantry: they finally move at 8&amp;quot;. Have Weapon choice to hit on 3s or get bonus damage on the charge. Run a Scar-Vet on Cold One with a Skink Starseer to devour Peasants in a blink of an Eye.&lt;br /&gt;
** Also, see alternate option on Saurus Warriors, above.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Skinks-en.pdf Skinks]:&#039;&#039;&#039; (Conditional battline: Seraphon army;  Skinks; 60pts; Min:10; Max:40; 6 Summon points for a unit of 10) They get a +1 attack if the unit has 15+ models. They are stupidly fast for infantry (seriously, now they might as well be our ranged skirmish &amp;quot;cavalry&amp;quot;, [[Ork|it looks like they got all painted in red]]) and not that squishy because of their shields, unlike the plenty of skirmishers of the game. They Nurfed by no longer having the retreat ability. they are still a good ranged harassing and objective Holding/Stealing unit. Sadly, their Bravery got nerfed to the ground: 5. You don&#039;t have to worry if you are Starborne. You HAVE to worry if you are Coalesced.&lt;br /&gt;
** The standard box comes with the pieces to build 24 Skinks and the SC! the set comes with 12, though, with a bit of kitbashing, you can turn those 4 extras into a team of Skink Handlers and a Priest. Or better yet, as you accumulate things like Terradons and Stegadons, you will also get some spare Skinks from them, so you can make even more regular Skinks. Maybe you can tweak their pieces a little bit to be the Alphas of the unit, making them stand out on the battlefield. This is one of the boons of this hobby, especially for a faction like ours.&lt;br /&gt;
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===Other===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Chameleon-Skinks-en.pdf Chameleon Skinks]:&#039;&#039;&#039; (Skinks; 90pts; Min:5; Max:20; 10 Summon points for a unit of 5) They can teleport into and out of reserve instead of moving (except during the 4th battle round). Also, have a 3+ save in cover, and shooting attacks deal a mortal wound on a 6 to hit.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Terradon-Riders-en.pdf Terradon Riders]:&#039;&#039;&#039; (Skinks; 120pts; Min:3; Max:12; 10 Summon points for a unit of 3) First flying cavalry. Once per game they drop mortal wound-causing boulders on units they passed through in Movement Phase, Sunleech Bolas make d6 attacks. Used as Flying Harassing Shooting and Objective Grabbing with its 16&amp;quot; of movement. NOTE: New battletome nerfed them hard but made them dirt-cheap too. As an additional bonus, building this sprue makes for some of the most gorgeous models in GW.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Ripperdactyl-Riders-en.pdf Ripperdactyl Riders]:&#039;&#039;&#039; (Skinks; 140pts; Min:3; Max:12; 10 Summon points for a unit of 3) The other vicious flying one. How they massacred my boys. They can make a lot of beak attacks, making 3 attacks that explode on 6 to hit and which once per battle rerolls hits when near an enemy near a materializing Bloat Toad. Six of these guys make for 18 (24 for Coalesced) beak attacks. Nasty. Wizards don&#039;t stand a chance. They used to make an extra attack per successful attack, [[Skub|but not anymore]]. As an additional disadvantage, building this sprue makes for some of the most ridiculous models in GW.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Salamander-Hunting-Pack-en.pdf Salamanders]:&#039;&#039;&#039; (Skink; 80pts; Min:4; Max:12; 10 Summon points) Fucking hell, these guys are deadly. They make four shooting attacks now rather than using a template, but that shot hits and wounds on 3+ and does D3 DAMAGE! A unit of these guys can really mess up an enemy monster or character. In addition, any hit rolls of 6 stop the attack sequence and deal D3 mortal wounds instead. Did I mention it has rending -2? Yeah, -2. Because fuck your enemies. Handlers are now the part of the unit and serve no purpose other than ablative wounds and the range is always 12&amp;quot;.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Razordon-Hunting-Pack-en.pdf Razordons]:&#039;&#039;&#039; (Skink; 80pts; Min: 4; Max:12; 10 Summon points) Another ranged unit, Razordons make 2d6 attacks at 18&amp;quot; which gain rending -1 within 6&amp;quot;. In addition, it can fire D6 more spikes when charged or charges, and that is still on a decent fighter. Razordons are, pound for pound, the best unit in the Seraphon faction, bar none. These are basically the only units I have that my regular opponents are actually afraid of. In practice, their stat line makes them capable of some truly punishing fire. They are terrifying to charge, both because of instinctive defense overwatch shots and, well, being in melee with them means you are a captive target for their positively punishing shooting attacks (plus rending). They aren&#039;t great in melee per se, but they aren&#039;t helpless either. The same goes for their durability. They aren&#039;t really tanky by any stretch of the imagination, but just survivable enough that they can hold something up for at least a turn or two. Also, smart use of Lords of Space and Time teleportation in conjunction with razordon shooting is often referred to as the &amp;quot;Razorbomb&amp;quot; tactic and is an absolute joy to play. Razordons rule. Razordons for president. The new battletome makes everything above apply to salamanders, actually. Razordons have a higher range and more shots, but salamanders less random and have better Rend and Damage and mortal wound potential.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Kroxigors-en.pdf Kroxigor]:&#039;&#039;&#039; (140pts; Min: 3; Max:12; 15 Summon points for a unit of 3) Melee beatsticks that have 4 hammer attacks. 1 in 3 can instead take a moonhammer (4+/3+/-1/2D) gaining a number of attacks equal to all enemies within its 2&amp;quot; range. If their bite hits on unmodified 6, it deals a mortal wound in addition to any damage. If any Skink unit is within 3&amp;quot; of the Krox, they add 1 to hit rolls. Wrap them up with a Skink Cohort and let the Kroxigor hammer.&lt;br /&gt;
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===Behemoth===&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Stegadon-en.pdf Stegadon]:&#039;&#039;&#039; (Conditional Battline: Thunder Lizards army; Skink; Behemoth; 240pts; 25 Summon points) A monster triceratops that buffs skinks and aren&#039;t too shabby in combat itself. Unlike the Carnosaur, the Stegadon seems more fit for range combat with all the ranged attacks it gets. Unlike the next monster, however, it can defend itself in combat a decent amount. Either take a Giant bow (24&amp;quot;/3A/4+/3+/-1/3) or What stands out most is its Sunfire Throwers. Remember those giant blowpipes? Yeah well, we replaced the darts with FIYAAAA! Basically they&#039;re now flamethrowers, and instead of making an attack, you have to throw dice for every model in the targeted unit that is in range. On 5+ it suffers a mortal wound. Against Ogres? Not so good. Against a massive horde of zombies? Fuck me, that&#039;s a lot of attacks. Also, these guys roll 1 dice per enemy unit within 1&amp;quot; after charging. On a 3+, it takes D3 mortal wounds. This works better than the last iteration and is also now exclusive for this Steggies, not for the EotG. And really, what&#039;s more metal than a giant war-dinosaur piloted by smaller dinosaurs with fucking flamethrowers? Nothing. Also also, this guy now gains +1 to the save rolls if against one unit they are fighting that has up to 5 models. This is a welcome increase to your chances of survival against elite units, heroes and monsters hunters.&lt;br /&gt;
**Note, however, that you have to be more than 3&amp;quot; from enemy units unless you are in close combat. This reduces the effective range to mere 5&amp;quot;. The lores have two spells with similar effects, which makes bow loadout a little more appealing. &lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Bastiladon-en.pdf Bastiladon]:&#039;&#039;&#039; (Skink; Behemoth; 220pts; 20 Summon points) OH BOY, this dinosaur got some major tweaking. Some buffs and some nerfs. Just like the glass being half empty or half full, if it was nerfed or buffed, it depends on the eye of the beholder. [[Meme|Some might argue that these changes are perfectly balanced, as all things should be]]. A crazy tanky ankylosaur monster. [[Awesome|It has a GIANT CRYSTAL POWERED LASER on its back or can send out snakes for mortal wounds]]. However, this is a ranged beast. 24&amp;quot; range, 9 attacks with -1 rend that do 2 damage? [[Just as planned|Now they also got 2 extra wounds by default (for a total of 10 wounds), and start WITH A FUCKING SAVE OF +1]]. [[Not as planned|This guys used to have a +4 FNP, but not anymore, and now they have a damage table with diminishing stats: making the saves worst by -1 each time they take 2 wounds, up to a +4 save, and both weapons will make less and less attacks the more damage the Bastie gets]]. Solar Engine used to make 2D6 attacks, so having a default 9 attacks is an actual buff; a stable number of attacks and not being trolled by dice suddenly wanting to make a 2 for you. The Arc of Sotek used to technically make infinite attacks, once per model, but it was never a realistic scenario, so making multiple to different or the same model is actually another buff, however, it is now a &amp;quot;melee&amp;quot; weapon with 3&amp;quot; range, instead of the old 8&amp;quot; bubble. This is... something that makes it work differently.&lt;br /&gt;
** Watch out for mortal wounds! With 4+ feel no pain is gone, the only mortal wound defense for this guys is mere Astrolith Bearer&#039;s aura of 6+ wound negation. Enemies can hurt it with mortal wounds, reduce its save and then finish off in close combat. Any time it suffers 5 or more wounds, you want to heal it as soon as possible. Sticking a bound Emerald Lifeswarm near it maybe not a bad idea.&lt;br /&gt;
**2+ UNRENDABLE SAVE!!!!  Rememeber that rend affects the save roll, not your save characteristic and you cant reduce a die roll to less than a 1.  So the 1+ save on the warscroll makes him immune to rend in his top bracket&lt;br /&gt;
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{{anchor|FWDread}}&lt;br /&gt;
*&#039;&#039;&#039;[https://www.forgeworld.co.uk/resources/PDF/AoS_Warscrolls//aos-warscroll-Dread-Saurian.pdf Dread Saurian] (Forge World)&#039;&#039;&#039; (Behemoth; 510pts; 50 Summon points): So you have more gold than an entire Starhost and want to show it? Fine, do it. This freshly updated 3-kilogram beast is now 510 points, with a STAGGERING 35 wounds and a 4+ save. At full health, it has Gargantuan Jaws (2&amp;quot;/3/3+/3+/-2/&#039;&#039;&#039;STRAIGHT FREAKING 6&#039;&#039;&#039;), Raking Claws (2&amp;quot;/6/2+/3+/-1/2) and Armoured Tail (2&amp;quot;/1/4+/3+/-1/D6). It also shrugs off magic on a 6+ (4+ if there&#039;s a Slann within 12&amp;quot;) and when it charges, it does damage on a 2+, for D3 to {{AOSKeyword|MONSTERS}} and D6 to non-MONSTERS. When it goes down, each unit within 3&amp;quot; that isn&#039;t a {{AOSKeyword|MONSTER}} gets to roll. On a 4+, that unit takes D3 damage. It ALSO can, once a battle at the start of the battleshock phase, reduce all enemy bravery within 12&amp;quot; to HALF, which triggers before its always present -1 to bravery, meaning you can drop that Daemon squad from 10 Bravery to 4 for their battleshock phase.&lt;br /&gt;
** Throw this bad boy into a Coalesced army and watch him go HAM. 35 wounds, taking 1 less damage from every attack? Thing&#039;s a beast in more ways than one. Did we forget to mention he’ll also get an extra attack on his Gargantuan Jaws for being Coalesced. Yeah, four jaw attacks, enjoy.&lt;br /&gt;
** Ir if your feeling more Starborne on a particular day you teleport this bad boy around the board and plop him right were your opponent does not want him to be. And worth mentioning while it will be a lot of work, nothing will be more satisfying than managing to get summoning off for this Dino. Your opponent will definitely not like it.&lt;br /&gt;
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===Scenery===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Realmshaper-Engine-en.pdf Realmshaper Engine]:&#039;&#039;&#039; The obligatory setpiece exclusive to this army like the Ossiarch Bone-Tithe Nexus, this is a giant Aztec Pyramid that can garrison up to 20 wounds, and your wizard or priest can live on. During a Hero phase, you can have them select one terrain setpiece on the field. Roll a d6 for each enemy unit within 3&amp;quot; of the setpiece, adding +2 if this is all within 18&amp;quot; of the engine and subtracting 2 if the setpiece is beyond 36&amp;quot; of the engine; on a 4+, the unit suffers D3 mortal wounds. &lt;br /&gt;
**Note that currently, this scenery piece is a mediocre one. &amp;lt;s&amp;gt;It is set up before territory is determined and must be placed 6 inches away from other terrain. This is a fairly large scenery piece so this is fairly difficult to accomplish.&amp;lt;/s&amp;gt; This model is set up &#039;&#039;&#039;Before&#039;&#039;&#039; other terrain, but after objectives and can be placed anywhere more than 6&amp;quot; away from an objective or the table edge, meaning certain missions will be more restrictive than others. The drawback to this terrain piece is that if your opponent wins the roll-off for table edge they can pick the side you&#039;ve placed your engine on and garrison themselves inside of it. They cannot shoot you with its power unless they are using seraphon models but they can still start with units inside of it.&lt;br /&gt;
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===Endless Spells===&lt;br /&gt;
Worth mentioning. We didn&#039;t really get any exclusive spells/summons like the other re-released armies, but now have access to Bound Endless Spells which [[Just as planned|can only be controlled by us]]. The enemy will no longer send our Purple Suns back to us.&lt;br /&gt;
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This spells are know as BOUND &amp;gt;Malign Portents Endless Spell Goes Here&amp;lt;, and cost 10 points more than the regular Endless Spells.&lt;br /&gt;
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==Battalions==&lt;br /&gt;
These are divided into two sections, depending on whether you take your army as Starborne or Coalesced. Starborne gets starhosts, while Coalesced gets temple-hosts.&lt;br /&gt;
*&#039;&#039;&#039;Starhosts:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Eternal Starhost:&#039;&#039;&#039; (200pts; 4030pt. min.) A big wizard (Slann, Starseer, or Oracle on Troglodon), an Eternity warden, 3 units of Saurus Guard, 2+ Sunclaw Starhosts, 1+ Firelance Starhosts, 2+ Shadowstrike Starhosts, 1+ Thunderquake Starhosts. &lt;br /&gt;
***All other abilities aside, you get an extra d3 summoning points if the big wizard from this battalion is alive.&lt;br /&gt;
**&#039;&#039;&#039;Sunclaw Starhost:&#039;&#039;&#039; (160pts; 540pt. min.) A Saurus Oldblood or Sunblood, and three units of Saurus Warriors. &lt;br /&gt;
***All units from this battalion get an extra -1 rend on their Celestite weapons.&lt;br /&gt;
**&#039;&#039;&#039;Firelance Starhost:&#039;&#039;&#039; (160pts; 570pt. min.) A &#039;&#039;&#039;Scar-Veteran&#039;&#039;&#039; (cold one or carnosaur) and three units of Saurus Knights. &lt;br /&gt;
***Attacks with Celestite weapons made by units from this battalion do a mortal wound on an unmodified wound roll of a 6.&lt;br /&gt;
**&#039;&#039;&#039;Shadowstrike Starhost:&#039;&#039;&#039;(170pts; 440pt. min.) A Skink Priest or Starpriest, 2 units of Chameleon Skinks or Skinks (in any combination) and a unit of Ripperdactyl riders or Terradon riders. &lt;br /&gt;
***Allows any unit from this battalion to stay in reserve and deep strike 9&amp;quot; away from enemies at the end of any of your movement phases.&lt;br /&gt;
**&#039;&#039;&#039;Thunderquake Starhost:&#039;&#039;&#039;(130pts; 910pt. min.) An Engine of the gods or Skink Chief on Stegadon, 2 Bastiladons or Stegadons (in any combination) and a unit of kroxigors, a salamander hunting pack, or a razordon hunting pack. &lt;br /&gt;
***Each unit from this battalion can heal for 1 wound in your hero phase, upped to D3 if the unit is within 18&amp;quot; of a friendly slann.&lt;br /&gt;
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*&#039;&#039;&#039;Temple-Hosts:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Eternal Temple-Host:&#039;&#039;&#039; (180pts; 3970pt. min.) A big wizard (Slann, Starseer, or Oracle on Troglodon), an Eternity warden, 3 units of Saurus Guard, 2+ Sunclaw Starhosts, 1+ Firelance Starhosts, 2+ Shadowstrike Starhosts, 1+ Thunderquake Starhosts. &lt;br /&gt;
***All other abilities aside, your Primeval Domain extends to the entire board provided the big wizard from this battalion is alive.&lt;br /&gt;
**&#039;&#039;&#039;Sunclaw Temple-Host:&#039;&#039;&#039; (140pts; 520pt. min.) A Saurus Oldblood or Sunblood, and three units of Saurus Warriors. &lt;br /&gt;
***All units from this battalion get an extra -1 rend on their Jaws weapons.&lt;br /&gt;
**&#039;&#039;&#039;Firelance Temple-Host:&#039;&#039;&#039; (160pts; 570pt. min.) A &#039;&#039;&#039;Scar-Veteran&#039;&#039;&#039; (cold one or carnosaur) and three units of Saurus Knights. &lt;br /&gt;
***All units from this battalion add 3 to run and charge rolls if they are within 18&amp;quot; of the Scar-Veteran.&lt;br /&gt;
**&#039;&#039;&#039;Shadowstrike Temple-Host:&#039;&#039;&#039;(150pts; 420pt. min.) A Skink Priest or Starpriest, 2 units of Chameleon Skinks or Skinks (in any combination) and a unit of Ripperdactyl riders or Terradon riders. &lt;br /&gt;
***In your hero phase, the Priest or Starpriest from this battalion can point at an enemy unit it can see. All units in this battalion add 1 to hit rolls against that unit until your next hero phase.&lt;br /&gt;
**&#039;&#039;&#039;Thunderquake Temple-Host:&#039;&#039;&#039;(150pts; 930pt. min.) An Engine of the gods or Skink Chief on Stegadon, 2 Bastiladons or Stegadons (in any combination) and a unit of kroxigors, a salamander hunting pack, or a razordon hunting pack. &lt;br /&gt;
***In your hero phase, you can choose to make all units from this battalion swift or savage.&lt;br /&gt;
****&#039;&#039;&#039;Swift:&#039;&#039;&#039; Units from this battalion can run and still shoot and/or charge in the same turn.&lt;br /&gt;
****&#039;&#039;&#039;Savage:&#039;&#039;&#039; Units from this battalion get an extra attack on each of their melee weapons.&lt;br /&gt;
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==Army Building==&lt;br /&gt;
===Start Collecting!===&lt;br /&gt;
&lt;br /&gt;
Arguably the best way to start your army is to get two Start Collecting! boxes. With the advent of now having to choose from both Skinks and Saurus units, now we have some of the best ways to make an army faster and having welcome discounts for buying all the models compared as buying them on their own.&lt;br /&gt;
&lt;br /&gt;
Really, that easy. 2 Saurus Warriors units, 3 Saurus Knights units and an extra Knight that can be converted to a Scar-Veteran on Cold One, and two Carnos/Trog as you want, and 4 extra Warriors that can be used as summoning fodder or conversion material. Also if you&#039;re willing to field some cheeky conversions, there&#039;s a [http://www.lustria-online.com/threads/getting-the-most-from-your-start-collecting-seraphon-box.20560/ useful post] at Lustria Online that details how to really pimp this kit far beyond GW ever intended, squeezing out a solid 800+ points per box.&lt;br /&gt;
&lt;br /&gt;
You could simply buy more Start Collecting! boxes, maybe another 3. This is because one box comes with 12 Warriors (because is a relatively old sprue and the regular box has 20 Warriors), so you can have 60 Warriors between the 5 boxes. You will also get another 24 Knights, but they are a pretty viable unit (unlike Oldhammer latest editions), and you will never, ever, will have extra Carnosaurs. They are just beautiful models, worth every cent.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;The Thunderbeast Host bundle from GW is also a good way to save around 15% worth in the big boys of the faction: 2 Stegadons, another Carno, and one flying unit.&amp;lt;/s&amp;gt; Unfortunately out of print. Just remember to pick up a Kroak.&lt;br /&gt;
&lt;br /&gt;
An honorable mention to the Arcane Heroes bundle for Silver Tower: it has a Skink Starpriest, and if you have a friend who could use the other heroes of the kits, or you yourself have another army or small force, its a good purchase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NEW FOR THE NEW BATTLETOME: START COLLECTING! SKINKS!&#039;&#039;&#039; 12 nimble mini-lizards, with 3 flying cavalry models, who you can use as objective grabbers or dive bombers, given their high movement, a Bastie, which means you get a Bastie, and a Starpriest, which means you get a Starpriest.&lt;br /&gt;
&lt;br /&gt;
So, yeah, you have quite a few options to get some Seraphon miniatures in easy to get blocks. &#039;&#039; -Hold on, hold on, are you sure this is [[GW]]?&#039;&#039;&lt;br /&gt;
&amp;lt;s&amp;gt;(&#039;&#039;Note: &#039;&#039;&#039;&#039;&#039;WE NEED TO UPDATE THIS LISTS. THEY ARE 4 YEARS OLD BY NOW&#039;&#039;&#039;&#039;&#039;&amp;lt;/s&amp;gt; Working on updates and linkages. What a better way to start the decade than updating us, the first faction to get introduced (after Sigmarines and Khorne Bloodbounds) to the AoS parade as a whole?&lt;br /&gt;
&lt;br /&gt;
The point here is to share and &amp;lt;s&amp;gt;rape, pillage, and steal&amp;lt;/s&amp;gt; collaborate ideas to build an army on the shape, but you should think about playing what you like the most (as always, fun is first, as long as you don&#039;t act like [[That Guy]]). Also, we&#039;ll try to suggest you easy ways to get a strong force while trying to save the most money possible, which shouldn&#039;t be that hard, since [[GW]] have been releasing bundles with decent saving on a constant basis &amp;lt;s&amp;gt;WHAT KIND OF [[HERESY]] IS THIS?&amp;lt;/s&amp;gt;&#039;&#039;). Keep in mind that with all the different special rules, opponents may get a bit tired of hearing Seraphon ignore that (e.g. Slann wizards can dispel or unbind spells anywhere on the battlefield). Sucks to be them.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039; Note that as of the new battletome, a lot of these lists will function a bit differently to the way they are listed here&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===The Art of Summoning===&lt;br /&gt;
Credit due to [http://www.lustria-online.com/threads/the-art-of-summoning.22178/ Lustria Online forums].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Only 1 Spell per Slann and Oracle can be converted to Celestial Conjuration Points&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
(Question - is this section still accurate or is Seraphon now limited to just converting only 1 spell per model/ turn into summon points?)&lt;br /&gt;
 Edit: slanns and ORACLE( the troglodon guy only) are the only ones able to give &#039;&#039;&#039;up 1 spell per dude and per phase&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;so with kroak/slann as general, an Oracle and a banner you can get up to 4 D3 points per turn&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Engine of the Gods--While not contributing to the CCP, does have independent summoning abilities. If you are going to create a summoning list, might as well go all in.&lt;br /&gt;
&lt;br /&gt;
===Matched Play GHB2019 List===&lt;br /&gt;
Credit again to [http://www.lustria-online.com/threads/matched-play-list-ghb2019.23300/#post-281635 Lustria Online Matched Play GHB2019] and all the contributors. Below are highlighted. Use the link for details, as they are updated in the forums.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2000 Point Lists:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Dracothion&#039;s Tail/Shadowstrike Starhost--Single drop army with Slann, Oldblood on a Carnosaur, Scar Vet on a Cold one, and Starpriest. Add Rippers, Skinks, Knights, and Razors to round out. Alpha strike list with summoning.&lt;br /&gt;
&lt;br /&gt;
* Shadowstrike Starhost--Slann, AB, &amp;lt;s&amp;gt;couple EotG&amp;lt;/s&amp;gt; (NO MORE VALID, since ONLY 1 EotG can be activated each turn), and Starpriest. Add Rippers, Skinks, and Razors. More summoning focused.&lt;br /&gt;
&lt;br /&gt;
* Thunderquake Starhost--Slann, AB, EotG, and Starpriest. Razors, Skinks, and couple Bastiladons (with friggin LASERS!!!)&lt;br /&gt;
&lt;br /&gt;
* Kroak+Slann Mortal Wound Spam--Because one frog just ain&#039;t enough. Slann, Kroak, AB, Scar Vet on a Cold One, Starpriest, Knight-Incantor. Add Knights and Razors. Move of a casting list to rain down magical goodness on the enemy. It also is a 2-drop.&lt;br /&gt;
&lt;br /&gt;
* Fangs of Sotek&lt;br /&gt;
&lt;br /&gt;
* Kroaknado--Kroak, &amp;lt;s&amp;gt;EotG xFOUR&amp;lt;/s&amp;gt; (NO MORE VALID, since ONLY 1 EotG can be activated each turn), and AB. Add Skinks and Razors. Summon from the EoTG and cast from the frog.&lt;br /&gt;
&lt;br /&gt;
* Shooting--Slann, AB, and Starpriest. Add 3 units of Razor X3, Skinks, and Bastiladons x3 (with friggin LAZORS!!!)&lt;br /&gt;
&lt;br /&gt;
* Eternal Starhost&lt;br /&gt;
&lt;br /&gt;
* Eternal Starhost &amp;amp; Shadowstrike Starhost&lt;br /&gt;
&lt;br /&gt;
* Dracothion&#039;s Tail&lt;br /&gt;
&lt;br /&gt;
* Triple Carnosaur&lt;br /&gt;
&lt;br /&gt;
* Dread Saurian w/Dracothion&#039;s Tail&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1500 Point Lists:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dracothion&#039;s Tail (@Lizerd&#039;s list)&lt;br /&gt;
&lt;br /&gt;
Shadowstrike Starhost&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1000 Point Lists:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Shadowstrike Starhost&lt;br /&gt;
&lt;br /&gt;
Shooting&lt;br /&gt;
&lt;br /&gt;
Sunclaw Starhost&lt;br /&gt;
&lt;br /&gt;
Eternal Starhost&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Meeting Engagement:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Eternal Starhost&lt;br /&gt;
&lt;br /&gt;
Shadowstrike Starhost&lt;br /&gt;
&lt;br /&gt;
Double Carnosaur&lt;br /&gt;
&lt;br /&gt;
Shadowstrike Starhost w/Ripperdactyls&lt;br /&gt;
&lt;br /&gt;
Dread Saurian&lt;br /&gt;
&lt;br /&gt;
Purple Sun&lt;br /&gt;
&lt;br /&gt;
===Matched points===&lt;br /&gt;
&lt;br /&gt;
Fortunately, Seraphon has a wide array of units, and everyone is viable.&lt;br /&gt;
&lt;br /&gt;
From a single Start Collecting! you get:&lt;br /&gt;
&lt;br /&gt;
* 90 points from 10 Saurus Warriors.&lt;br /&gt;
* 100 points from 5 Saurus Knights. **points updated!**&lt;br /&gt;
* 260 points from a Troglodon OR 210 from a Saurus Scar-Veteran on Carnosaur OR 250 from a Saurus Oldblood on Carnosaur. **points updated!**&lt;br /&gt;
*&#039;&#039;Total:&#039;&#039; 420 points using a Troglodon OR 480 points using a Scar-Veteran on Carnosaur OR 540 points using an Oldblood on Carnosaur.&lt;br /&gt;
&lt;br /&gt;
Not counting the possible extra models you can use: 110 for a Knight converted or counting as a Scar-Vet on Cold One (damn, you could simply use the 3 extra Knights as Scar-Vets too), 110 from using the free Saurus Oldblood on foot if you built a Troglodon and 70/120 from getting creative to use your Skink Oracle as a Skink Priest or Starpriest, and you could even use Jungle Swarms from the Cold One&#039;s bits if you are allowed.&lt;br /&gt;
&lt;br /&gt;
NOTE AND UPDATE: with general&#039;s handbook 2017, every Seraphon unit received a huge discount (Balanced by the fact that their awesome warscroll battalion now cost a lot more). This means you now can field both a Trog and Oldblood on Carnosaur using units in two Start Collecting boxes. Exactly, both. Have fun supporting and attacking with Oldblood and Troglodon while receiving the screening from Warriors and Knights, have fun! A lot!!&lt;br /&gt;
&lt;br /&gt;
===1000 pt.===&lt;br /&gt;
Here the core tax is 1 &#039;&#039;&#039;Leader&#039;&#039;&#039; and 2 &#039;&#039;&#039;Battleline&#039;&#039;&#039; units, you can have up to 4 &#039;&#039;&#039;Leaders&#039;&#039;&#039;, 2 &#039;&#039;&#039;Artilleries&#039;&#039;&#039; and 2 &#039;&#039;&#039;Behemoths&#039;&#039;&#039;. Your minimum tax is 220 points; 2 10-units Skins and a Skink Priest or Starpriest.&lt;br /&gt;
&lt;br /&gt;
Two Start Collecting! kits give you a quick and easy to get force, as well as a multi-task list, with some spared models to use in larger games.&lt;br /&gt;
* 20 Saurus Warriors (Battleline).&lt;br /&gt;
* 10 Saurus Knights (Battleline).&lt;br /&gt;
* Scar-Veteran on Carnosaur (Leader/Behemoth).&lt;br /&gt;
* Saurus Oldblood on Foot (Leader).&lt;br /&gt;
* Troglodon (Behemoth).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt; This uses exactly 1000 points. &amp;lt;/s&amp;gt;&lt;br /&gt;
As of the new battletome, this list is 960 points and got a bit better.&lt;br /&gt;
&lt;br /&gt;
This is a heavily focused melee list.&lt;br /&gt;
&lt;br /&gt;
Depending on what you are facing, the Scar-Veteran and the Saurus Oldblood are good generals; excellent weapons and stats. The Saurus Oldblood is more defensive, favouring a steady approach, and the Scar-Vet is generally more offensive.&lt;br /&gt;
&lt;br /&gt;
Use your Warriors in one or two blocks as you wish; you get a +1 To Hit if you have at least 15 on the same unit, but with only 20 this will probably last 1-2 turns. Bring them along your Saurus Oldblood on foot if you are using him as your general.&lt;br /&gt;
&lt;br /&gt;
Use two units of Knights, using the weapons you find the most useful. They are quite slow for regular cavalry tho, at 8&amp;quot;. Use them as flankers and alongside your Scar-Vet if he is your general.&lt;br /&gt;
&lt;br /&gt;
The Troglodon is a great addition here, since its a jack of all trades. D3 ranged attack with good profile and damage (and the only ranged unit on this list), and get 3&amp;quot; extra if it can charge successfully and damaged with his poison, which can be quite effective since it has 7 attacks at +4 hit (with enough luck and not having taken so much damage, it can be able to deal 15 wounds on melee), it has its own roar that subtracts 1 from enemy Bravery and, most importantly, it is a wizard that can cast 1 and unbind one spell, gets a +1 to casting, unbinding and dispelling, and knows the spell comet&#039;s call in addition to one from the skink spell lore.&lt;br /&gt;
&lt;br /&gt;
Not a specialist, but it [[gets shit done]]. However, never expose it to get 8 or more wounds. Its ranged attack has 18&amp;quot;, gets worst if by 3&amp;quot; each time it suffers 2 or more wounds, it gets 1&amp;quot; for each two wounds and its bite starts at +2 to wound, reduces to +3 the next for wounds and get worst by one each time it suffers two additional wounds. (this is less of an issue now that it can heal D3 wounds a turn on a 2+, but still try to be careful with him)&lt;br /&gt;
&lt;br /&gt;
It biggest flaw is that it fills lots of roles. Expect to see some heavy focus upon it.&lt;br /&gt;
&lt;br /&gt;
===2000 pt.===&lt;br /&gt;
Here the core tax is 1 &#039;&#039;&#039;Leader&#039;&#039;&#039; and 3 &#039;&#039;&#039;Battleline&#039;&#039;&#039; units, you can have up to 6 &#039;&#039;&#039;Leaders&#039;&#039;&#039;, 4 &#039;&#039;&#039;Artilleries&#039;&#039;&#039; and 4 &#039;&#039;&#039;Behemoths&#039;&#039;&#039;. Your minimum tax is 260 points; 3 10-units of Skinks (60 points per 10) and one of the following leaders: Saurus Oldblood, Saurus Scar-Veteran on Cold One, Skink Priest (80 points) or Skink Starpriest.&lt;br /&gt;
&lt;br /&gt;
Keep using 2 Start Collecting! kits, now you can deploy all the models included:&lt;br /&gt;
&lt;br /&gt;
* 20 Saurus Warriors (Battleline).&lt;br /&gt;
* 15 Saurus Knights (Battleline).&lt;br /&gt;
* Scar-Veteran on Cold One (Leader).&lt;br /&gt;
* A Firelance Starhost (using the Cold One Scar-Veteran)&lt;br /&gt;
* Saurus Oldblood on Carnosaur (Leader/Behemoth).&lt;br /&gt;
* Saurus Oldblood on Foot (Leader)&lt;br /&gt;
* Troglodon (Behemoth).&lt;br /&gt;
&lt;br /&gt;
This alone costs 1370 points. But if you can replace the Oldblood on foot or [[Counts as|count it as]], you can pick a Saurus Sunblood for 20 additional points.&lt;br /&gt;
&lt;br /&gt;
Now, lets assume you also got a Thunderbeast Host kit, now add: &lt;br /&gt;
&lt;br /&gt;
* An Engine of the Gods (Leader/Behemoth).&lt;br /&gt;
* 1 Stegadon (Behemoth).&lt;br /&gt;
* 3 Terradon/Ripperdactyls Riders.&lt;br /&gt;
&lt;br /&gt;
This will cost 1960 points, or 1980 if you play a Sunblood instead of the Oldblood on foot. &lt;br /&gt;
&lt;br /&gt;
Other option is to use a Skink Priest or Starpriest instead the Oldblood on foot: you will have one spare Priest from building a Stegadon anyway, and with some convertion you could use your spare Oracle as one of those two. You can get a Starpriest if you wish, its a nice little sculpt.&lt;br /&gt;
&lt;br /&gt;
This list features more ranged options.&lt;br /&gt;
&lt;br /&gt;
Having 16 Cold One Knights, you can easily convert one into a Scar-Vet and make a Firelance. The Scar-Vet on Cold One is a good choice for a general because his command ability synergizes strongly with the Knights: re-rolling hits and charges is important, more considering how the Blazing Lances stacks with Blazing Cohort (yet another mortal wound), and the Cold Ones gain an additional attack. This battalion can easily snowball if left unchecked.&lt;br /&gt;
&lt;br /&gt;
While lacking the Stardrake Shield, the Oldblood on Carno might be a little more killy than the Scar-Veteran by virtue of his sunbolt beams, while his spear is still as good as the regular. His command ability is strong for heroic wrecking balls.&lt;br /&gt;
&lt;br /&gt;
The Thunderbeast models are great supportive options: the Engine of the Gods speaks for itself and the Stegadon can deal a good amount of AoE or single target damage. Both of them should be keeping distances when not overly necessary, but can be dangerous when charging towards the enemy. The flying cavalry is quite useful. Terradons should be preferred by virtue of their ranged attacks, while the Ripperdactlys can dish out important damage for evasive but fragile enemy units.&lt;br /&gt;
&lt;br /&gt;
The Oldblood on foot is a strong support for your Saurus, even without its command ability. The Sunblood is [[DISTRACTION CARNIFEX|a big, bulky, scary lizard, able to soak decent amounts of damage and dealing it back]]. The Skink Star/Priest are reliable support options; the Priest can be a strong buff machine, while the Starpriest is a cheap wizard that can help your units with magic.&lt;br /&gt;
&lt;br /&gt;
As a bonus, deploying this whole army should be a sight to behold!&lt;br /&gt;
&lt;br /&gt;
====[https://www.warhammer-community.com/2020/03/05/stegageddon-the-final-form-of-listbuildinggw-homepage-post-2/ STEGAGEDDON]====&lt;br /&gt;
&#039;&#039;&#039;WARNING&#039;&#039;&#039;: This is a GW invention, and even they admit this is more of a [[meme]] list than anything else. So basically, yeah, we Order Beastclaw Raiders now. [[AWESOME|Just with a herd of rampaging Stegadons]]. This also quite a throwback to WHFB 7th edition, with the old dead meme of &amp;quot;replace X, add Stegas&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
# Field a &#039;&#039;&#039;Coalesced Thunder Lizard&#039;&#039;&#039; army. This already sounds as pleasing as you guess.&lt;br /&gt;
# Because of this, Steggies are now &#039;&#039;&#039;BATTLELINE&#039;&#039;&#039; instead of &#039;&#039;&#039;BEHEMOTH&#039;&#039;&#039;, so you will need &#039;&#039;&#039;FOUR&#039;&#039;&#039;. Yes, you&#039;ll need money. Yes, you&#039;ll won&#039;t regret it. Equip them with a healthy blend of Skystreak Bows (A whooping 25&amp;quot; range, 3 attacks, 4+/3+/-1/D3) and Sunfire Throwers (A bubble of 8&amp;quot; 3+/3+/-/1). Remember, this celestial flamethrower &#039;&#039;&#039;MAKE AN ATTACK FOR EACH MODEL IN RANGE&#039;&#039;&#039;. This will deter your enemy from sending units with low wounds and plenty of models against you, [[Meme|will disappoint hordes immeasurably, and their day will be ruined]].&lt;br /&gt;
# Get yet another Steggie and give him a Skink Chief as commander. His/it command ability lets you pick 1 &#039;&#039;&#039;SKINK&#039;&#039;&#039; unit per phase, wholly between 2&amp;quot; of range, and adds 1 to the attacks it can make with melee weapons. All Steggies, being crewed by Skinks, get this keyword, so you can trample all over your enemies with a little extra dinomight. Nice.&lt;br /&gt;
# Grab two Engines of the Gods. Remember the mantra of our enlightened Slann Masters: &#039;&#039;More Stegs, more fun&#039;&#039;.  This will give you the needed support you lacked so far. The effects from &#039;&#039;Cosmic Engine&#039;&#039; will get tweaked, since the article says that now rolls of 4-8 heal D3 wounds to nearby units.  This means that the single lazor beam or the [[dakka]] Whirpool will get modified. We only have to wait two weeks more, and the Engines will still rock, so no prob.&lt;br /&gt;
# The article here suggests you pick a Bastie with Solar Engine (but you can technically still use other Stega). This to use it in tandem with a new Command Ability: &#039;&#039;TROVE OF OLD ONE TECHNOLOGY&#039;&#039;. Per phase, a unit can use its Engines (Solar or Cosmic) once again. If &#039;&#039;Cosmic&#039;&#039;, &#039;&#039;&#039;this means it can heal &amp;lt;s&amp;gt;D6&amp;lt;/s&amp;gt; &#039;&#039;2D3&#039;&#039; wounds&#039;&#039;&#039;, or get another chance to shoot cosmic [[dakka]] to your enemies. If &#039;&#039;Solar&#039;&#039;, this means &#039;&#039;&#039;[[Dakka|you effectively will shoot 18 attacks PER SHOOTING PHASE]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1970 POINTS OF SAURIAN STOMPS!&#039;&#039;&#039; This of course means some problems: you will not cover the whole battlefield, you relly on &#039;&#039;&#039;MONSTER&#039;&#039;&#039;S that get diminishing stats as they get hurt, and you will be slow as Nurgle after a nightover. They also say that you can try tweaking the list adding a Slann and some Star Skink (priest or seers, so maybe the seers will get a buff to make them actually viable, even for a meme list), but this list is just a paleo-sight to behold, and an inversion worth every single cent. And if you have played [[Total War: Warhammer|Total Warhammer II]], you already know how satisfying is to send a herd of Steggies to wipe clean a horde of pesky ratmen.&lt;br /&gt;
&lt;br /&gt;
Who knows? this might be the dawn of a new Stega-Meta!&lt;br /&gt;
&lt;br /&gt;
===2500 pt.===&lt;br /&gt;
Here the core tax is 1 &#039;&#039;&#039;Leader&#039;&#039;&#039; and 4 &#039;&#039;&#039;Battleline&#039;&#039;&#039; units, you can have up to 8 &#039;&#039;&#039;Leaders&#039;&#039;&#039;, 5 &#039;&#039;&#039;Artilleries&#039;&#039;&#039; and 5 &#039;&#039;&#039;Behemoths&#039;&#039;&#039;. Your minimum tax is 320 points ; 4 10-units Skins and one of the following leaders: Saurus Oldblood, Saurus Scar-Veteran on Cold One, Skink Priest or Skink Starpriest.&lt;br /&gt;
&lt;br /&gt;
From the previous example list, not much more to add here. &lt;br /&gt;
&lt;br /&gt;
If you picked a Sunblood, you could get third Warriors unit and upgrade them to a Sunclaw Starhost. Add a Slann Starmaster is a fantastic idea; 3 spells/unbinds, can cast through skink heroes and Troglodons at 15&amp;quot; away and buff your whole army.&lt;br /&gt;
&lt;br /&gt;
This costs 2440 points. If your place allows older scrolls, you could pick a Skink Chief to close at 2500.&lt;br /&gt;
&lt;br /&gt;
Another mention should be going out yet again to the skinks. In a Seraphon army there are 5 ways to improve your save and 4 out of those are skink exclusive. There is a special kind of hell for those people that let their bastiladon lose 6 wounds and use the skink priest and starseer to give it yet the same 1+ unreadable save. Speaking of which with the stegadon helmet relic and the nimble command trait a stegadon with skink chief can achieve the same. The skink monsters provide stupidly tough anvils and make kharradron jealous with their mounted machine gun turrets. They lack a little in Meele compared to the carnos but hey, it&#039;s not like your opponent can kill those walking tanks anytime soon.&lt;br /&gt;
 &lt;br /&gt;
==Allied Armies==&lt;br /&gt;
Stormcast Eternals and now Sylvaneth. Fluff-wise, it makes sense: Sigmarines hate Chaos as much as we do, and Sylvaneth and us are kinda... sorta... forma... forces of nature... Coalesced and Sylvaneth share a love of foliage and &amp;quot;get off our lawn!&amp;quot; policies.&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
&lt;br /&gt;
*[http://www.lustria-online.com/ Lustria-Online.com, the main Seraphon army forum.]&lt;br /&gt;
{{Age_of_Sigmar_Tactics}}&lt;br /&gt;
[[Category:Age of Sigmar]] [[Category:Age of Sigmar/Tactics]]&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:90DE:BC6F:35FE:2925</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Order/Idoneth_Deepkin&amp;diff=34477</id>
		<title>Age of Sigmar/Tactics/Order/Idoneth Deepkin</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Order/Idoneth_Deepkin&amp;diff=34477"/>
		<updated>2020-07-17T01:39:34Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:90DE:BC6F:35FE:2925: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Age of Sigmar Faction|Faction=Idoneth Deepkin|Logo=Fucking_Idoneth.jpeg|Alliance=Order|Motto=Soul-Hunting Pirates riding Sea Monsters.}}&lt;br /&gt;
&lt;br /&gt;
The [[Idoneth Deepkin]] are a faction which sees [[GW]] re-envision sea elves for the [[Age of Sigmar]] setting. Tragically lacking souls (so they&#039;ve come to steal yours), the Idoneth are an army that rewards careful placement of models, a variety of units that provide rapid mobility and negative modifier shenanigans and some of the best allegiance abilities in the game.&lt;br /&gt;
&lt;br /&gt;
==Why play Idoneth Deepkin?==&lt;br /&gt;
&lt;br /&gt;
They are elves unique to AoS, and a rare example of sea elves with fleshed out lore and playstyle. &lt;br /&gt;
&lt;br /&gt;
For more points:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
* They are [[Awesome|Soul-Hunting Pirates riding Sea Monsters]].&lt;br /&gt;
* Because you want to play with [[Dark Eldar]] in a fantasy setting.  Or you like the [[Dark Eldar]] playstyle but want a group that aren&#039;t [[Asdrubael Vect|huge]] [[Haemonculi|assholes]].&lt;br /&gt;
* They are [[Awesome|Soul-Hunting Pirates riding Sea Monsters]].&lt;br /&gt;
* Because you want to copy 40K&#039;s system of character protection (one of which is the, here ironically named, [[Fish of Fury]]).&lt;br /&gt;
* They are [[Awesome|Soul-Hunting Pirates riding Sea Monsters]].&lt;br /&gt;
* Because you love sea life!&lt;br /&gt;
* They are [[Awesome|Soul-Hunting Pirates riding Sea Monsters]].&lt;br /&gt;
* Because you love an army built around speed, speed and &#039;&#039;&#039;MOAR SPEED&#039;&#039;&#039;!  An all-cavalry army not only benefits those who like all-cavalry armies, but every unit has the fly special rule.  Combine this with the right Enclave and you&#039;ll outrun everybody but [[Nighthaunt]].&lt;br /&gt;
* They are [[Awesome|Soul-Hunting Pirates riding Sea Monsters]].&lt;br /&gt;
* Because you wanted more Dark Souls in your Age of Sigmar.&lt;br /&gt;
* They are [[Awesome|Soul-Hunting Pirates riding Sea Monsters]].&lt;br /&gt;
* Because [[Teclis]] wasn&#039;t a big enough [[Eldrad| dick]] already.&lt;br /&gt;
* Did I mention they are [[Awesome|Soul-Hunting Pirates riding Sea Monsters?]]&lt;br /&gt;
* You saw the 2018 Aquaman movie and thought the Atlanteans&#039; armies look awesome in battle.&lt;br /&gt;
* Uh, [[Awesome|Soul-Hunting Pirates riding Sea Monsters!]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
* Their battleline are quite fragile.&lt;br /&gt;
* Their bravery is mediocre, and they mostly lack the high wounds count or saves to take the lumps and keep going unlike their equivalents in other armies.&lt;br /&gt;
* Mediocre spellcasting unless you shell out the points (and money) for an expensive Eidolon of the Sea.&lt;br /&gt;
* Your Battletome is from before AoS2, and whilst it&#039;s still in decent shape, you are still behind other armies&lt;br /&gt;
&lt;br /&gt;
==Rulebooks==&lt;br /&gt;
{{AOSRulebooks|tome=Idoneth Deepkin|points=[https://www.warhammer-community.com/wp-content/uploads/2018/12/c6829966.pdf Idoneth Deepkin Errata]}}&lt;br /&gt;
&lt;br /&gt;
The Idoneth Deepkin Battletome was released in April of 2018, and as such, this is the fourth-oldest active Battletome and thus relatively due for an update (Maggotkin of Nurgle, Legions of Nagash, and Daughters of Khaine all predate this one). That said, it was also the last new battletome released before AOS 2.0, so they very likely had the upcoming game changes in mind when designing this book. It&#039;ll be interesting to see which will end up coming first, a new Idoneth Deepkin battletome or a new edition of AOS.&lt;br /&gt;
&lt;br /&gt;
==Allegiance Abilities==&lt;br /&gt;
&lt;br /&gt;
===Battle Traits===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Forgotten Nightmares:&#039;&#039;&#039; Your &#039;&#039;&#039;Idoneth Deepkin&#039;&#039;&#039; units can only be targeted with Missile Weapons if they are the closest visible target. Keeps your Heroes safe from shooting, though not from magic. Also note that you can use allies to shield your Deepkin with this as the rule stated that the Deepkin unit must be the closest unit. If there are no Deepkin units in range, then the attack must hit the non-Deepkin unit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tides of Death:&#039;&#039;&#039; Each round, you get a different ability. After the fourth, it cycles back to 1.&lt;br /&gt;
*#&#039;&#039;&#039;Low Tide:&#039;&#039;&#039;  Your units count as being in cover. Helps you advance without making you scramble to terrain.&lt;br /&gt;
*#&#039;&#039;&#039;Flood Tide:&#039;&#039;&#039; After running, your units can either shoot or charge (but not both).&lt;br /&gt;
*#&#039;&#039;&#039;High Tide:&#039;&#039;&#039; Units with this trait fight &amp;lt;s&amp;gt;before everyone else in melee&amp;lt;/s&amp;gt; At the start of the combat phase now. Get Shipwrecked, Gristlegore. Also, there&#039;s a bunch of abilities that activate during this turn.&lt;br /&gt;
*#&#039;&#039;&#039;Ebb Tide:&#039;&#039;&#039; After falling back, your units can either shoot or charge (but not both). &lt;br /&gt;
**It&#039;s worth noting here that there are two alternate army list choices that can be made to alter this sequence&#039;s order (including taking both together for a third option):&lt;br /&gt;
***reversed order (via Tidecaster as General)&lt;br /&gt;
***Ebb replaced with Flood Tides (via the Fuethán enclave)&lt;br /&gt;
***both options (meeting both conditions)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Ethersea:&#039;&#039;&#039; You get to place up to two Etheric Vortex terrain pieces. Currently, the only existing Etheric Vortex terrain piece is the Gloomtide Shipwreck, which you can either split into two or buy and place two full ships of. The shipwrecks give your units a 6+ Save-after-the-save and have a chance to deal damage to enemies, so they are fairly useful, though less so in a pure Akhelian army. Errata&#039;d so that the shipwreck must be placed more than 6&amp;quot; away from objectives or any other shipwreck.&lt;br /&gt;
&lt;br /&gt;
===Command Traits===&lt;br /&gt;
#&#039;&#039;&#039;Merciless Raider:&#039;&#039;&#039; Can reroll run and charge rolls. Interesting for Steed of Tides shenanigans.&lt;br /&gt;
#&#039;&#039;&#039;Hunter of Souls:&#039;&#039;&#039; Reroll 1s To Wound. Shame this doesn&#039;t work on a mount&#039;s attacks, but still nice.&lt;br /&gt;
#&#039;&#039;&#039;Unstoppable Fury:&#039;&#039;&#039; During High Tide, your General adds +2 to his attacks. Again, shame this doesn&#039;t work on mounts, but it still makes an Akhelian King terrifying.&lt;br /&gt;
#&#039;&#039;&#039;Born From Agony:&#039;&#039;&#039; Your general has 2 more Wounds. Always nice to shrug off an additional Arcane Bolt.&lt;br /&gt;
#&#039;&#039;&#039;Nightmare Legacy:&#039;&#039;&#039; Enemy units within 12&amp;quot; take -1 Bravery. Not a strong effect, but in a fairly large bubble, so it evens out.&lt;br /&gt;
#&#039;&#039;&#039;Lord of Storm and Sea:&#039;&#039;&#039; +2 Bravery for Idoneth Deep in units wholly within 12&amp;quot;. Since your units aren&#039;t exactly blessed with great Bravery, this is pretty nice.&lt;br /&gt;
&lt;br /&gt;
===Artefacts===&lt;br /&gt;
&#039;&#039;&#039;Akhelian Artefacts&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Can be given to an Akhelian Hero (so only the Akhelian King, because Volturnos can&#039;t get one):&lt;br /&gt;
#&#039;&#039;&#039;Sanguine Pearl:&#039;&#039;&#039; Gives a 5+ save after the save in melee &lt;br /&gt;
#&#039;&#039;&#039;Potion of Hateful Frenzy:&#039;&#039;&#039; Once per game active in the hero phase to get + 1 to hit and +1 to wound for a round. Then they take 1 mortal wound in the following hero phase. Your personal super sayajin mode. Combine with &#039;&#039;Unstoppable Fury&#039;&#039; to make your King utterly terrifying for one turn. And don&#039;t forget to draw your Falchion to make the most out of it.&lt;br /&gt;
#&#039;&#039;&#039;Ankusha Spur:&#039;&#039;&#039; +3&amp;quot; to movement and the mount rerolls 1s &amp;lt;s&amp;gt;to hit&amp;lt;/s&amp;gt; To Wound after the Errata because someone realized that the King&#039;s aura already gives him the 1s To Hit thing regardless &lt;br /&gt;
#&#039;&#039;&#039;Armour of the Cythai:&#039;&#039;&#039; Enemy gets -1 to hit if they target the bearer in melee. You&#039;re probably better off with the pearl.&lt;br /&gt;
#&#039;&#039;&#039;Bioshock Shell:&#039;&#039;&#039; Once per battle at the start of the combat phase you can inflict D3 mortal wounds on each enemy unit within 3&amp;quot;. You have so few ways of dealing Mortal Wounds that this is interesting. That said, is it really worth running this on a 240 point King?&lt;br /&gt;
#&#039;&#039;&#039;Abyssal Blade:&#039;&#039;&#039; You can improve the rend characteristic of 1 weapon carried by the bearer. Also increase the damage of that weapon by 1 if targetting SLAANESH. Too situational, but interesting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Idoneth Artefacts&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Can be given to any Idoneth Deepkin Hero:&lt;br /&gt;
#&#039;&#039;&#039;Rune of the Surging Tide:&#039;&#039;&#039; Use at the start of hero phase once per battle. It has 2 modes: adds 1&amp;quot; movement to all friendly deepkin or takes 1&amp;quot; from all enemies until your next hero phase. Neither a big buff nor a big debuff.&lt;br /&gt;
#&#039;&#039;&#039;Black Pearl:&#039;&#039;&#039; It is the fastest ship with Johnny Depp usually as the captain. Oops, wrong universe. I mean it gives a 6+ save after the save. &lt;br /&gt;
#&#039;&#039;&#039;Lliandra&#039;s Last Lament:&#039;&#039;&#039; Once per battle you can have all friendly deepkin completely within 18&amp;quot; skip their battleshock test. Very interesting, especially when running a big unit of Allopexes.&lt;br /&gt;
#&#039;&#039;&#039;Terrornight Venom:&#039;&#039;&#039; Pick a weapon. You can reroll wound rolls of 1 for that weapon. Also gives a permanent -1 to bravery to things wounded by that weapon. Not many weapons worth using it on.&lt;br /&gt;
#&#039;&#039;&#039;Cloud of Midnight:&#039;&#039;&#039; Once per battle at the start of any phase the bearer cannot be targetted for attacks, spells or abilities for that phase. They also cannot use attacks, spells or abilities that phase either. It could pair great with &#039;&#039;Forgotten Nightmares&#039;&#039; against a shooty heavy army - put the bearer at the front of your army and activate this in your opponent&#039;s shooting phase. The bearer can&#039;t be targeted because of the Cloud, and the rest of your Deepkin can&#039;t be targeted because they&#039;re not the closest unit.&lt;br /&gt;
#&#039;&#039;&#039;Whorlshell:&#039;&#039;&#039; Once per battle at the start of your hero phase you can pick an enemy HERO within 9&amp;quot; and roll 2d6. If you beat their bravery they get -1 to all hit rolls for the rest of the game. Since most Heroes you&#039;d want to do that to have high Bravery... just take Brain Barnacles instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Isharann Artefacts&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
Can be given to any Isharann Hero:&lt;br /&gt;
#&#039;&#039;&#039;Steelshell Pearl:&#039;&#039;&#039; Gives a 5+ save after the save against missile weapons. Interesting if you want a cheap sacrifice to soak up fire thanks to &#039;&#039;Forgotten Nightmares&#039;&#039;, but other than that, it&#039;s useless precisely because of &#039;&#039;Forgotten Nightmares&#039;&#039;.&lt;br /&gt;
#&#039;&#039;&#039;Mind Flare:&#039;&#039;&#039; Once per battle at the start of combat pick an enemy unit within 3&amp;quot;. They get -1 to hit for that phase. Meh.&lt;br /&gt;
#&#039;&#039;&#039;Dritchleech:&#039;&#039;&#039; All Wizards except Idoneth Deepkin get -1 to casts while within 18&amp;quot;. Interesting, but remember that this will affect allied Wizards as well. &lt;br /&gt;
#&#039;&#039;&#039;Auric Lantern:&#039;&#039;&#039; At the start of your shooting phase pick an enemy within 18&amp;quot; in cover. They dont get cover until your next shooting phase. Not too great, since your shooting isn&#039;t exactly stellar. Except the debuff is not limited to ranged attacks; it is just applied in the shooting phase!&lt;br /&gt;
#&#039;&#039;&#039;Disharmony Stones:&#039;&#039;&#039; Once per battle at the start of your hero phase you pick up to 2 enemy heroes within 12&amp;quot; and then the opposing player must make a choice. 1) they roll a dice for each hero picked on a 3+ they take a mortal wound. 2) They roll a dice for each hero picked and on a 5+ they take d3 mortal wounds. 3) Each hero picked takes d3 mortal wounds. Then roll a dice, on a 4+ the bearer of this artifact takes d3. Be very careful with these, as they might end up doing nothing or doing something and hurting you as well. Also worthless against armies without many Heroes.&lt;br /&gt;
#&#039;&#039;&#039;Brain Barnacles:&#039;&#039;&#039; Once per battle at the start of your hero phase pick an enemy hero within 12&amp;quot; and roll 2d6. [[Awesome|If the roll is equal or greater than the distance between them then that Hero gets -1 to hit and spell cast for the rest of the game]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arcane Artefacts&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
Can be given to any Idoneth Deepkin Hero who&#039;s also a Wizard, so Tidecaster and Aspect of the Sea only:&lt;br /&gt;
#&#039;&#039;&#039;Arcane Pearl:&#039;&#039;&#039; Gives a 5+ save after the save against mortal wounds. Combines nicely with both the Aspect of the Sea&#039;s inherent toughness and the Tidecaster&#039;s Spirit Guardians. If you dont need another realm, pick Aqshy and get the 4+ mortal wound save item from there.&lt;br /&gt;
#&#039;&#039;&#039;Sands of Infinity:&#039;&#039;&#039; Once per battle you can make a spell last for 2 rounds instead of one. You must use this before the cast and unbind roll. Very nice.&lt;br /&gt;
#&#039;&#039;&#039;Coral Ring:&#039;&#039;&#039; Gives 1 reroll for casting and 1 reroll for unbinding for the game. More reliability is never a bad thing.&lt;br /&gt;
#&#039;&#039;&#039;Bauble of Buoyancy:&#039;&#039;&#039; Gives fly and doubles their run roll. Just in case you want a Tidecaster to keep up with an Akhelian army. Consider picking up the Thermalrider Cloak from Aqshy instead.&lt;br /&gt;
#&#039;&#039;&#039;Kraken Tooth:&#039;&#039;&#039; Once per battle in your shooting phase pick an enemy unit within 12&amp;quot; and visible. Roll a dice and: 1: bearer suffers d3 mortal wounds, 2-5: enemy suffers D3 mortal wounds, 6: Pick 1 enemy model in the unit. If the wound characteristic is less than 10 they are slain. If it is 10+ they take 2d6 mortal wounds. The kraken does not mess around. &lt;br /&gt;
#&#039;&#039;&#039;Augury Shells:&#039;&#039;&#039; Once per battle at the start of the hero phase you can roll 2d6. You can choose to use that result for your casting roll or your enemies unbinding roll on spells cast by the bearer during that phase. You must choose to substitute the roll before rolling for the spell/unbind. Very nice. A terrible roll you can give to the opponent and a good one you keep to yourself. Again, more reliability.&lt;br /&gt;
&lt;br /&gt;
===Lore of the Deep=== &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Steed of Tides:&#039;&#039;&#039; Casting Value 5. Pick a friendly hero that is not a monster within 6&amp;quot;. Remove them from the table and set them up within 24&amp;quot; of their original spot and outside of 9&amp;quot; of enemies. This counts as their movement in the movement phase. The Hero does not need to be an Idoneth Deepkin.&lt;br /&gt;
#&#039;&#039;&#039;Abyssal Darkness:&#039;&#039;&#039; Casting Value 5. Friendly deepkin are treated as being within cover while wholly within 9&amp;quot; of the caster until your next hero phase. Entirely worthless on your first turn and worthless on any other turn if you have a Leviadon. That said, if you go heavy on Namarti and don&#039;t use a Leviadon, fairly good.&lt;br /&gt;
#&#039;&#039;&#039;Vorpal Maelstrom:&#039;&#039;&#039; Casting Value 6. Pick a spot within 18&amp;quot; of the caster that they can see. Roll for each enemy unit within 3&amp;quot; of that spot, if the dice is less than or equal to the number of models in that unit they take d3 mortal wounds. &lt;br /&gt;
#&#039;&#039;&#039;Pressure of the Deeps:&#039;&#039;&#039; Casting Value 7. Pick an enemy they can see within 12&amp;quot; and roll a dice. If you beat their wound stat they are slain. Interestingly you pick a &#039;&#039;model&#039;&#039; with this, not a unit. So just point at that icon bearer in the Pink Horror unit to seriously piss your opponent off.&lt;br /&gt;
#&#039;&#039;&#039;Tide of Fear:&#039;&#039;&#039; Casting Value 6. Pick an enemy the caster can see within 12&amp;quot;. Until your next hero phase that unit gets -1 to hit and to bravery. Nice, but remember that your Aspect of the Sea can do that to D6 units. Better yet, combine the two to make sure one enemy unit in particular is utterly screwed.&lt;br /&gt;
#&#039;&#039;&#039;Arcane Corrosion:&#039;&#039;&#039; Casting Value 6. This auto targets the closest enemy. Measure the distance between the caster and that unit. If the distance is: 12&amp;quot; or less: 1 mortal wound. 13-24&amp;quot;: 2 mortal wounds. 25-36&amp;quot;: 3 mortal wounds. 37-48&amp;quot; 4 mortal wounds. Such a weird spell. Interesting in that it is a damage spell that can be used turn 1, as most damage spells have too short a range for that to work, but &#039;&#039;Arcane Corrasion&#039;&#039; can&#039;t just be used turn 1, it&#039;s practically guaranteed to do quite a bit of damage then.&lt;br /&gt;
&lt;br /&gt;
===Isharann Rituals===&lt;br /&gt;
Deepkin can cast 1 ritual a turn. At the start of your hero phase you declare which ritual you wish to cast, pick an ISHARANN HERO that is more than 9&amp;quot; away from an enemy and roll 2d6. On a 10+ the ritual succeeds and if not then nothing happens.  You get +1 if the caster is within 1&amp;quot; of a Gloomtide Shipwreck, +1 if the caster is a PRIEST (i.e. a Soulscryer), +1 for each non priest Isharann heroes within 3&amp;quot;, and +2 for each priest Ishaaran hero within 3&amp;quot;. This is not a spell and cannot be unbound. They have no range, they simply affect the game&lt;br /&gt;
&lt;br /&gt;
The 3 Rituals are:&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Ritual of Erosion:&#039;&#039;&#039; Until your next hero phase your enemy does not get a cover bonus. Your go-to if you don&#039;t have an Eidolon around. No cover does horrible things to bulwark armies like Eternal Guard-Wanderers and Freeguild.&lt;br /&gt;
#&#039;&#039;&#039;Ritual of Rousing:&#039;&#039;&#039; Heal 1 Wound on each EIDOLON and they can reroll all failed hit and casting rolls until your next hero phase. In case you didn&#039;t realize, this is horrifying on an Aspect of the Sea with his two spells per turn.&lt;br /&gt;
#&#039;&#039;&#039;Ritual of Tempest:&#039;&#039;&#039; Until your next hero phase enemy models cannot fly. Unless the table is littered with terrain, this really only helps against Kharadron,gloomspite (squigs) and Nighthaunts. Although, shutting down your opponents ability to fly over your units means that they are going to have to fight through the rest of your army.&lt;br /&gt;
&lt;br /&gt;
==Warscrolls==&lt;br /&gt;
===Named Characters===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Volturnos.pdf Volturnos, High King of the Deep]:&#039;&#039;&#039; An Akhelian King +1. For a measly 40 points more, Volturnos gets another swing with his weapons and far better buffs, such as the reroll-aura being extended to 18&amp;quot; and all Deepkin within that bubble also getting +1 to Bravery. But the real kicker is his shield: Whenever he&#039;s affected by any spell, you can choose to roll a D6 and on a 3+ that spell doesn&#039;t affect him (but works normally on everything else). Not only does that keep him relatively safe from enemy debuffs and damage spells, it also means you can drop &#039;&#039;Vorpal Maelstrom&#039;&#039; on top of him when he&#039;s surrounded by enemies.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Lotann.pdf Lotann, Warden of the Soulledgers]:&#039;&#039;&#039; Aka Octobro. With a fairly standard Hero statline but slightly above-average damage output thanks to the Ochtar, he&#039;s not too shabby on his own. Especially his 5+ Save-after-the-save is appreciated since he can&#039;t take Artefacts. But what you really take him for is his buff, giving Deepkin in general +1 Bravery and Namarti in particular the ability to reroll 1s To Hit in a &amp;lt;del&amp;gt;massive&amp;lt;/del&amp;gt; completely within 12&amp;quot; bubble. Note that his bubble doesn&#039;t specify melee, so feel free to use it to boost those Reavers&#039; shots. That said, if you play mostly Akhelians, then the Akhelian King does the buffing better.&lt;br /&gt;
&lt;br /&gt;
===Heroes===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Akhelian_King.pdf Akhelian King]:&#039;&#039;&#039; As mentioned above, the generic Akhelian King pales in comparison to Volturnos, but that doesn&#039;t mean he&#039;s bad. He&#039;s worse at everything, but can take Traits and Artefacts, which can combine to make him either tougher or killier or supportier than Volturnos, though never all three (there is also nothing stopping you from taking one alongside Volturnos if you really want to). Whatever you pick, the Akhelian King is always a fast, reasonably tough and extremely killy Hero who provides good support to your Akhelians. His main weapon is either a Greatsword or a Bladed Polearm; the later is better provided you can keep charging (perfect time to take advantage of Ebb Tide): 2&amp;quot;, -2 Rend, and trades one attack for dishing out 3 damage instead D3 when he charges. If you can&#039;t reliably charge each time, the Sword and Spear actually mathhammer out to very similar damage (we are talking fractions here). One other thing he has over Volty is that you can stow the Shield and Draw the Falchion. This lowers his Save to a 4+, but gives you 3, 3+/4+/-/1 Attacks when when you really want to make sure something is dead.&lt;br /&gt;
**Make Volturnos jealous of your prowess by giving your Akhelian King the Ethereal Amulet.  Worried about using your Falchion in combat because putting away your shield gives you a -1 to save modifier? WORRY NO MORE, GENTLE SEA ELF.  Having a 3+ unrendable save PLUS an extra attack profile that can be buffed by either the King&#039;s own Command Ability or the Unstoppable Fury command trait (in High Tide only) will please you.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Isharann_Tidecaster.pdf Isharann Tidecaster]:&#039;&#039;&#039; A fairly survivable support caster with access to a number of very interesting spells. All in all, you only pick the lass for two reasons: One, you want a Wizard but don&#039;t have enough points for an Aspect of the Sea. Two, you take her as your general, because she can reverse Tides of Death. Combined with the Fuethán turning &#039;&#039;Ebb Tide&#039;&#039; into &#039;&#039;Flow Tide&#039;&#039;, this will give you a very fast, very aggressive army. &lt;br /&gt;
**Another use, that pairs well if your going to have her sit out of combat and only included because of her ability to flip the tide, is to give the Arcane Corrosion spell, and use her as a little impromptu artillery piece. Putting her in the back corner and spamming the spell makes her an effective choice for throwing some MW downrange.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Isharann_Soulscryer.pdf Isharann Soulscryer]:&#039;&#039;&#039; Count von Count here is a support character through and through. Fragile, with only milquetoast attacks, but blessed with a combo of bonus effects in that he can outflank along with 2 other Deepkin units (3 if you choose the Briomdar enclave) and on top of that the ability to add 3 to Deepkin charge rolls so long as they charge the one unit he points at. Also allows for some targetting shenanigans with &#039;&#039;Forgotten Nightmares&#039;&#039;, as you can force your opponent&#039;s backfield fire support to shoot your nigh-invulnerable Ishlaen Guard. Be aware that his special rule, seeker of souls, makes it so that Idoneth units within 12” have to charge the unit marked with this ability if they are going to charge anything this turn. You cannot opt out of this bonus, as every unit within 12 of the target must add 3 inches to their charge.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Isharann_Soulrender.pdf Isharann Soulrender]:&#039;&#039;&#039; The Soulrender wants to be a hybrid Hero killer/buffer. The latter role he pulls off remarkably well, reviving D3 plus however many models his Hook killed that turn Namarti models at the end of your battleshock phase. The former role... eh. His two hook attacks are fairly decent, with a rule that makes it better against Heroes, but it will take some prior damage for him to take down any Hero with 2 damage 2 attacks, even with the fish pitching in.&lt;br /&gt;
&lt;br /&gt;
===Troops===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Namarti_Thralls.pdf Namarti Thralls]:&#039;&#039;&#039; (Battleline, NAMARTI, 130/360, Min:10, Max:30). Namarti Thralls are the quintessential aelven infantry: Extremely fragile and insanely killy. Seriously. Wildwood Rangers wish they were this scary. They attack with the standard elite infantry profile of 2 attacks 3+/3+/-1/1, but with the bonus of adding another attack against 1 Wound models and adding 1 to the damage against models with 4 or more Wounds. However, they also run around with 1 Wound, a 5+ Save and a paltry Bravery of 6. They also have Icon Bearers who gain one more attack and lets them reroll battleshock. Updated FAQ states that you can have 1 Icon bearer per every 10 models. The only thing that holds them back is that their weapons only have 1&amp;quot; of range, so you need to be careful with how to place them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Namarti_Reavers.pdf Namarti Reavers]:&#039;&#039;&#039; (Battleline with an Isharann Hero as general, NAMARTI, 130, Min:10, Max:20). Namarti Reavers are fast (8&amp;quot; and rerolls run) and equipped with really weird bows. At 18&amp;quot;, they get one shot at 4+/4+/-/1, which isn&#039;t exactly stellar. At 9&amp;quot;, they instead get three shots at the same profile. Still not incredible, but that sure is a lot of shots. And if they get into melee? Each of them has a Sword-Liberator&#039;s worth of attack. So these are Archers that are only effective at extremely short ranges. Think of them as less versatile but more killy Shadow Warriors and you&#039;re not far off.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Akhelian_Ishlaen_Guard.pdf Akhelian Ishlaen Guard]:&#039;&#039;&#039; (Battleline with an Akhelian Hero as general, AKHELIAN, 140, Min:3, Max:12). Defendy cavalry. Huh. Ishlaen Guard is fast and has decent damage output, but their true strength lies in their shields. [[Awesome|They ignore Rend]] and gain +1 to their saves when they charge, which they will since they move 14&amp;quot; and reroll charges thanks to their musician. So the opponent has to throw Mortal Wounds at them just to reliably get past their saves and even then each of the buggers has 4 Wounds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Akhelian_Morrsarr_Guard.pdf Akhelian Morrsarr Guard]:&#039;&#039;&#039; (Battleline with an Akhelian Hero as general, AKHELIAN, 170, Min:3, Max:12)  Same basic profile as the Ishlaen, but with 1 less attack on the weapons and no ability to ignore Rend. This seems lacking, especially considering they cost twenty points more. But then you notice that their spears gain Damage 2 and -2 Rend on the charge and that they can, once per game, drop 0.83 Mortal Wounds per rider on whatever pisses you off and you realize that they are wall breakers instead of walls. That said, just because they&#039;re missing the defensive abilities of the Ishlaen, that doesn&#039;t mean they&#039;re frail, as they still rock 4 Wounds with a 4+ Save. Got jacked up to 170 points in GHB 2019, not enough to make a massive difference.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Akhelian_Allopexes.pdf Akhelian Allopex]:&#039;&#039;&#039; (AKHELIAN, 100, Min:1, Max:4) DUUNNN DUNNN… DUUUUNNNN DUUN… DUNDUNDUNDUNDUNDUN... Chariots in all but name. Each has two riders, one who swings a spear and one of which mans a harpoon with either 3 Damage 1 shot or 1 Damage 3 shots (chosen when building the model). The shark itself has a bunch of scary attacks and 8 Wounds at a 4+ Save, so they are tough, fast and bring the pain. That said, don&#039;t trust the harpoon to do much damage, as it&#039;s mainly there to trigger their ability: If they charge while within 12&amp;quot; of a model with wounds allocated to it (like that Blightking you just hit with a harpoon), they reroll charges. Very nice with a Soulscryer. Finally, they can be taken in units of up to 4, which is very risky but with a potentially huge payoff. Risky because they have Bravery 6, so you run the very real risk of losing 100 point Sharks to battleshock, however,  in exchange, units of them make for an incredible target for the Akhelian King&#039;s Command. It&#039;d be wasted on a single Allopex but on a unit of three or four? Oh dear. Just make sure you use Inspiring Presence on them until &#039;&#039;High Tide&#039;&#039; rolls around. Got dropped down to 120 points in GHB2019 (and then 100 that December), cheaper than any of the Eel Cavalry but probably still not enough to make them competitive. Keep in mind that Allopexes are your only other monster after the Leviadon, meaning in Matched they won&#039;t benefit from Low Tide or the Leviadon&#039;s Void Drum.&lt;br /&gt;
&lt;br /&gt;
===Behemoths===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Akhelian_Leviadon.pdf Akhelian Leviadon]:&#039;&#039;&#039; (Behemoth, 310) Sea turtles, mate!  Very scary in several ways. Not only is it very strong in melee, but it also spreads a 12&amp;quot; range bubble of cover around. Great, you might say, 3+ Save and guaranteed cover. But nope, remember, Monsters don&#039;t benefit from cover in Matched. Still amazing. 16 Wounds at a 3+ Save that spread cover to the rest of your army. It has 2 Volley guns as opposed to the Allopex&#039;s 1, &amp;lt;s&amp;gt; but unfortunately multiple weapons doesn&#039;t give more shots, so only 6 shots at 24 isn&#039;t anything to sneeze at either &amp;lt;/s&amp;gt;  the Allopex&#039;s volley gun has 3 shots and the Leviadon was updated to have 6, so it does have twice the shots. Besides magic, the Leviadon is probably the best source of Mortal Wounds for Idoneth Deepkin. With the Morsarr Guard only delivering their deadly charge once per game, the Leviadon can bring a flat 6 mortal wounds when his jaw hits on a 6+ and wounds on a 2+. Now it would be absolutely fantastic if we had anything to improve our chances to hit, instead of just messing with the enemy (Though most stuff hits on a 3+, so we shouldn&#039;t really complain.)&lt;br /&gt;
*Alternative opinion: their melee profile doesn&#039;t really add up to anything threatening on the tabletop. Their fins are worse than any dragons claws and their shooting is might take down one or two meatshields. The only threatening thing is the 6 on the jaw attack, but unless it is high tide and the little turtle has been buffed to oblivion this is way too unreliable to happen. Think of this thing as a support peace that makes the first tide useless and you have a better understanding of it.&lt;br /&gt;
&lt;br /&gt;
===Eidolon of Mathlann===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Eidolon_of_Mathlann_Storm.pdf Aspect of the Storm]:&#039;&#039;&#039; The melee version is effectively a one-trick pony. He charges really really well and can charge after falling back, so he reaps his charge bonuses every turn. Among those charge bonuses is the fact that he heals D3 wounds when he does, which means that he will never ever die, between the regen, the 12 Wounds at a 3+ Save, the potential save-after-the-save from an artefact and the ability to walk out of inopportune fights. His damage output is merely okay for such an expensive model, though, so you need to get some Namarti or Akhelian Guard into his reroll 1s To Wound bubble in order for him to make his points back.&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Eidolon_of_Mathlann_Sea.pdf Aspect of the Sea]:&#039;&#039;&#039; The caster version is very powerful. Not only is he not too helpless in melee and armed with a shooting attack just in case, he also casts twice a turn and gets two unique spells, so he&#039;s very much not reliant on your lore spells. Especially his &#039;&#039;Tsunami of Terror&#039;&#039; spell, which debuffs D6 enemy units with -1 To Hit and to Bravery. That&#039;s a massive load, since he messes with both battleshock and enemy damage output. Also, he can reroll a casting roll per turn, but if he does not, he heals D3 Wounds, which is an interesting risk/reward mechanic. However, being the calmer of the two, he does not have the same reroll 1s To Wound aura. Instead he gives friendly units +3(!) to Bravery. This is pretty damn good, actually. This is really important, because your footsloggers only have a bravery of Six. But between the Eidolon, Volturnus and Lotann you get their bravery way up, which makes it easier to keep them alive and bring them back with your Soulrender. All in all, despite being 20 pts more expensive, he is probably better support for your army and neither of them are great damage dealers, so he&#039;s better all around.&lt;br /&gt;
&lt;br /&gt;
==Battalions==&lt;br /&gt;
===From Battletome Idoneth Deepkin===&lt;br /&gt;
*&#039;&#039;&#039;Royal Council:&#039;&#039;&#039; (610pt. min.) [Battalion: 140pt.]&lt;br /&gt;
&#039;&#039;Requires an Akhelian King (Or Volturnos), a Tidecaster, and a Soulscryer. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Adds a new Command Ability, if the Akhelian King is the general. You can add 3&amp;quot; move until next hero phase for 3 friendly Idoneth Deepkin within 12&amp;quot; of the Akhelian King. The Soulscryer and the Tidecaster have to be within 3&amp;quot; of the Akhelian King to use this. Effectively nerfs the Soulscryer&#039;s ability to outflank because he needs to be within 3&amp;quot; of the King to use the Ability of this Battalion (unless you take an extra Soulscryer via the Ionrach enclave). Either way, taking the King as general means you can&#039;t reverse the tides with the Tidecaster.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Akhelian Corps:&#039;&#039;&#039; (790pt. min.) [Battalion: 100pt.]&lt;br /&gt;
&#039;&#039;Requires a Akhelian Leviadon, 2-4 units of Akhelian guards and 1-2 units of Akhelian Allopexes&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can reroll a hit, a wound, a save, a run or a charge roll for one unit of this battalion wholly within 12&amp;quot; of the big turtle per phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Namarti Corps:&#039;&#039;&#039; (700pt. min.) [Battalion: 100pt.]&lt;br /&gt;
&#039;&#039;Requires a Isharann Soulrender, 2-6 units of Namarti Thralls and 2-4 units of Namarti Reavers&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Soulrender resurrects 3 models instead of D3 with his Lurelight ability.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alliance of Wood and Sea:&#039;&#039;&#039; (1420pt. min.) [Battalion: 140pt.]&lt;br /&gt;
&#039;&#039;Requires (deep breath....) a Isharann Tidecaster, 2 units of Akhelian guards,  a unit of Akhelian Allopexes, a unit of Namarti Thralls, a unit of Namarti Reavers, and some Sylvaneth - a branchwych, 2 units of Dryads and a Treelord Ancient&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Sylvaneth in the Battalion benefit from Emissary of the Deep Places regardless of your chosen Enclave. &lt;br /&gt;
&lt;br /&gt;
Essentially a full Start collecting box of Sylvaneth, plus 4 more dyads. Also smart to buy one Awakened Wyldwood since the Treelord Ancient&#039;s ability Silent Communion gives you one per battle despite your Sylvaneth otherwise not having access to tree generation. Ideal for an existing Sylvaneth players wanting to &#039;&#039;branch&#039;&#039; out to something new (pun intended). But does it work as an useful army?&lt;br /&gt;
&lt;br /&gt;
You could add two units of Kurnoth Hunters as allies (given anyone playing this will most likely have some lying around), but they wouldn&#039;t get the Tides Of Death (unless you went Ionrach).&lt;br /&gt;
&lt;br /&gt;
===From Battleforce Boxes===&lt;br /&gt;
*&#039;&#039;&#039;Deepsurge Raiding Party&#039;&#039;&#039; (660pt. min.) (not legal in matched play)&lt;br /&gt;
&#039;&#039;Requires an Isharann Tidecaster, 1 unit of Akhelian Allopexes, 1 Unit of Akhelian Morrsarr Guard or 1 unit of Akhelian Ishlaen Guard, 1 unit of Namarti Thralls, 1 unit of Namarti Reavers &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This gives the Tidecaster the ability to negate the first wound allocation to a model from the battalion instead of itself.&lt;br /&gt;
&lt;br /&gt;
==Super-Battalions==&lt;br /&gt;
===From Battletome Idoneth Deepkin===&lt;br /&gt;
*&#039;&#039;&#039;Phalanx:&#039;&#039;&#039; (3710pt. min.) (30810pt. max.)!!! [Battalion: 120pt.]&lt;br /&gt;
&#039;&#039;1 Royal Council, 2-4 Akhelian Corps, 2-4 Namarti Corps&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The big one. Once per battle you get an additional High Tide.&lt;br /&gt;
&lt;br /&gt;
==The Enclaves==&lt;br /&gt;
They are akin to the Daughters of Khaine Temples.  Each has unique special rules for your army and allows you to upgrade one of your Warscroll Battalions&lt;br /&gt;
*&#039;&#039;&#039;Ionrach:&#039;&#039;&#039; The enclave of magic and allies. +1 to cast and unbind rolls for your Wizards, which, as you know, is invaluable. However, your Command Trait is locked into the Ionrach-exclusive &#039;&#039;Emissary of the Deep Places&#039;&#039;, which provides your allies access to the &#039;&#039;Tides of Death&#039;&#039; rules. Great if you have allies (or mercenaries), worthless if you don&#039;t. On the flip side, seeing as Volturnos&#039; main drawback as a named general is that he can&#039;t take a command trait, if you&#039;re already not bringing allies, this is the perfect time to bring him along and minimize that drawback. Doesn&#039;t really fit the lore so well, but it is what it is... Also your &#039;&#039;Royal Council&#039;&#039; can have up to 2 Soulscryers and Tidecasters.  Also note that with Ionrach, your allies DO NOT gain the benefit of forgotten nightmares (they still screen your Idoneth units however).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dhom-Hain:&#039;&#039;&#039; The enclave of more elite, monster-killing soldiers. Akhelians and Namarti reroll 1s To Hit on the charge. &amp;lt;s&amp;gt;Relatively meaningless as Lotann and the Akhelian King respectively do the same whether you charged or not, but nice if you find yourself outside the relevant bubbles.&amp;lt;/s&amp;gt; Lotann and the Akhelian King only do it for units that are WHOLLY within 12 inches of them, and this rule applies to anything not an Isharann or an Eidolon. So if you want to keep your entire, very mobile, army inside a 12 inch bubble, this rule is meaningless, otherwise it&#039;s very good. Your Akhelians also reroll Wound rolls against Monsters (not just in melee, so feel free to reroll those wounds on your Allopex and Leviadon&#039;s shooting attacks when firing at a monster). Interesting against some armies, worthless against others. Also your &#039;&#039;Akhelian Corps&#039;&#039; can have up to 6 units of Akhelian Guard. Dhom-hain is notable as one of the Enclaves that have no restrictions whatsoever.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fuethán:&#039;&#039;&#039; The most aggressive enclave (including the mounts). You reroll 1s To Wound with your mounts. Also, during &#039;&#039;Flood Tide&#039;&#039; all your units reroll 1s To Hit and &#039;&#039;Ebb Tide&#039;&#039; turns into another &#039;&#039;Flood Tide&#039;&#039;. You&#039;ll really miss that fall back + charge on turn 4, but in exchange, a Tidecaster can make you super fast by giving you &#039;&#039;Flood Tide&#039;&#039; on turn 1 and &#039;&#039;High Tide&#039;&#039; on turn 2. The Tidecaster has to be the general for that, which locks you out of Akhelians being battleline and lets you not use the command abilities of the Akhelian Kings. Also, your &#039;&#039;Phalanx&#039;&#039; can contain up to 6 &#039;&#039;Akhelian Corps&#039;&#039;. Not that you will ever use a &#039;&#039;Phalanx&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mor&#039;Phann:&#039;&#039;&#039; The death enclave. Your Soulrenders raise an additional 3 models. This is huge and out-Death&#039;s Death armies. However, your Tidecasters can&#039;t take Lore spells and instead get &#039;&#039;Freezing Mists&#039;&#039;, which drastically lowers an enemy unit&#039;s Pile In move. Also, your &#039;&#039;Namarti Corps&#039;&#039; can have 6 units of Reavers (errata&#039;ed due to redundancy with 2-6 Thralls already being the base amount for the Battalion). &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nautilar:&#039;&#039;&#039; The most defensive enclave.&#039; Your units reroll all failed Hit rolls if they were charged that turn. Not that your opponent needed more discouragement from charging your Namarti. Their Tidecasters lose access to lore spells and instead get &#039;&#039;Protective Barrier&#039;&#039;, which targets a friendly unit and lower the Rend of any enemy attacking them. Also your &#039;&#039;Akhelian Corps&#039;&#039; can have up to 2 Leviadons.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Briomdar:&#039;&#039;&#039; The enclave with the most mobility. Your Soulscryers can take up to 3 units along and place them 18&amp;quot; away instead of 12. Also, your units can move over terrain (but not enemy units) as if they were flying. Not too great since most of your army already flies. Also your &#039;&#039;Namarti Corps&#039;&#039; can take up to 6 units of Reavers. Again, it is notable that the Briomdar have no restrictions to their name.&lt;br /&gt;
&lt;br /&gt;
==Allies==&lt;br /&gt;
*&#039;&#039;&#039;Darkling Covens&#039;&#039;&#039;: Eldritch Council and your Reavers do what they do better, but Word of Pain from a Sorceress does help with -1 to Hit spam in a mage heavy list.&lt;br /&gt;
*&#039;&#039;&#039;Daughters of Khaine&#039;&#039;&#039;: The best option by a long shot. What they bring are cheap and expendable units of 90 points per 5 Harpies that can Deep Strike in, and help block shots for the rest of your army via &#039;&#039;Forgotten Nightmares&#039;&#039;. 2 Units of Javelin Harpies, or one unit of Sword Harpies is pretty likely to one shot a 5 wound hero to boot. Doomfire Warlocks are also solid allies for a Cavalry army and easily able to keep up as well as providing good shooting and a source of mortal Wounds. Your best bet here is probably a unit of Khinerai, seeing as how they can deepstrike independently from any other unit, and offer a decently strong enough attack to help shift an chaff unit off a back field objective. It doesn&#039;t hurt that they are cheap points wise too. &lt;br /&gt;
**&#039;&#039;&#039;Alternate Opinion:&#039;&#039;&#039; While Daughters of Khaine are indeed an extremely powerful force on their own, they don&#039;t make very good allies for a number of reasons. They excel at being an extremely aggressive force when you pile on their faction bonuses (escalating table, 6+FNP, Temple abilities, extra prayers, their NUTS spell lore, not to mention any number of internally consistent abilities and rules) on their own without those they tend towards being overpriced or fragile. While you might get some mileage out of a unit of Khinerai or Doomfire Warlocks, you&#039;d probably be better off with some more Idoneth. &lt;br /&gt;
*&#039;&#039;&#039;Eldrich Council&#039;&#039;&#039;: Loremaster dropping Hand of glory on a King, or Storm Eidolon can do nasty things to the enemy. Archmage on Horse can keep up with the army and protect you from Mortal Wounds. Archmage on Dragon is always nice to have plus Dispel Magic is a very useful spell to have access too. Just remember that Loremasters and Archmages are susceptible to being sniped out.&lt;br /&gt;
*&#039;&#039;&#039;Order Serpentis&#039;&#039;&#039;: More expendable cavalry to soak up fire for your Akhelians could be nice. Or, you know, just add a Dragon or Hydra and go Ionrach so it profits from &#039;&#039;Tides of Death&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Scourge Privateers&#039;&#039;&#039;: Other than being great thematically, these aren&#039;t all too useful. On the flip side, Idoneth Deepkin make amazing allies for the Privateers. Also, with their 12&amp;quot; move, a single Scourgerunner Chariot isn&#039;t the worst way to spend those last 60 points, as your only other choices for that exact amount would be a random Black Ark Fleetmaster, a unit of 5 Spite-Revenants, or an Endless Spells or two.&lt;br /&gt;
*&#039;&#039;&#039;Shadowblades&#039;&#039;&#039;: An allied Assassin could be interesting but really, Daughters of Khaine do everything they do but better. Shadow Warriors can deepstrike, and (if in cover) outshoot Reavers from afar (though they&#039;re less mobile once on the field). &lt;br /&gt;
*&#039;&#039;&#039;Stormcast Eternals&#039;&#039;&#039;: For a Namarti-heavy army, Liberators or Sequitors make fantastic cannon fodder when combined with a Lord-Castellant and &#039;&#039;Forgotten Nightmares&#039;&#039;. Other than that, Vanguard-Raptors make for some nice budget shooting. Fulminators are a nasty addition to any Cavalry heavy army, and combined with &#039;&#039;Tides of Death&#039;&#039;, will get your opponent to flip the table fast. A Knight Azyros can give your units a +1 toHit for enemies in 10&amp;quot;. Also, a Knight Vexillor might use his redeploy ability to make your Stormcasts keep up with your Idoneths. A Celestant-Prime waiting in the heavens to boost his Attacks characteristic and then dropping in on turn 3 in High Tide (if Ionrach) can do all kinds of work. Turn 2&#039;s not bad either so that you can take advantage of another Cometstrike. &lt;br /&gt;
*&#039;&#039;&#039;Sylvaneth&#039;&#039;&#039;: The only things worth considering here are Kurnoth Hunters for some additional shooting and Tree Revenants in case you want to go Warmachine hunting without investing hundreds of points into a Soulscryer and an escort. Additionally, you might want to consider their Outcasts Battalion (3 units of Spite-Revenants), which at 280pt for the minimum-sized battalion, will likely remain the cheapest way to squeeze an extra battalion in. That said, it&#039;s currently impossible to field this in a Deepkin list in Vanguard and meet all of the faction-units-per-allies-units requirements, so save this for your Battlehost-and-larger games.&lt;br /&gt;
*&#039;&#039;&#039;Wanderers&#039;&#039;&#039;: Fitting a unit of 20 Glade Guard in your army provides you with a highly reliable &amp;quot;remove lynchpin&amp;quot; button. Combining them with the Deepkin is going to make people even more angry than usual, though. Sisters of the Thorn are an awesome addition to Cavalry army and provide a very nice spell to boot. Eternal Guards are rerolling saves of 1 and 2, if they are in cover. With the Ionrach rule, they will profit from the cover of the Tides of Death. Also, they are as fast as Namarti Thralls and cost 70 point per 10 models. A Waywatcher has the invisible hunter rule, which gives shooting units, that target him -1 to hit. He can give this to other Wanderer units within 18&amp;quot; for 1 command point.&lt;br /&gt;
*&#039;&#039;&#039;Gotrek:&#039;&#039;&#039; Despite costing 520pts, Gotrek can be brought as an ally in any Order faction even if that&#039;s more than the usual allies allowance. It&#039;s worth mentioning for the Ionrach enclave because he&#039;ll get the benefit of the Tides. Gotrek&#039;s an absolute beast in melee but is let down by his low movement and the fact he can never be teleported/ambushed onto the board etc; however, he would love to be able to run and charge, and retreat and charge, and Ionrach lets him do that.&lt;br /&gt;
&lt;br /&gt;
===Lethisian Defenders===&lt;br /&gt;
From the Forbidden Power expansion, this odd army coalition of Idoneth, Stormcast, Kharadron, Fyreslayers, and a random Excelsior Warpriest (w/Gryph-Hound) offers you new Allegiance Ability synergies on a level somewhere between those of the regular faction-only perks and the super basic list for Grand Alliances. By choosing this allegiance, all of your units gain the keyword LETHISIAN DEFENDER and gain access to a couple unique Battle Traits, a Command Ability, 3 Command Traits, 3 Artefacts of Power, and 3 Prayers (arguably the focal point of the Allegiance). Unlike simply taking allies in an otherwise Idoneth list, which is limited by the 1:4 unit ratio rule and (in Pitched Battles) the ≤ 20% pts rule, this allegiance allows you to take basically whatever you want from the four armies (two of which you previously had no access to without pulling back to basic Grand Alliance: Order), with the following exceptions:&lt;br /&gt;
&lt;br /&gt;
*no Hammers of Sigmar (most Stormcast named heroes) [notable exception being the Celestant-Prime]&lt;br /&gt;
*no Vostarg units (Fyreslayers) [but Kharadron named characters are legal]&lt;br /&gt;
*not Volturnos [though you can take Lotann]&lt;br /&gt;
*Battleline is restricted to the armies&#039; vanilla offerings (Arkanaut Company, Liberators, Vulkite Berzerkers, and Thralls) since you can&#039;t take the other options without allegiance to the specific factions). One notable exception here that might (but hopefully won&#039;t) be errata&#039;ed is that Kharadron Endrinmasters (w/Dirigible Suits) as your general can currently grant you access to Skywardens and Endrinriggers as Battleline w/o KO allegiance, allowing you the potential to make an all-flying army with balloon-boiz and your Akhelains/Eidolons (plus whatever scattered Stormcast units you like).&lt;br /&gt;
&lt;br /&gt;
Otherwise, all other units from the four armies are legal, though of course it makes sense to lean in on priests since all priests in your army gain a free prayer that, like most prayers in the game, goes off on a 3+ and can&#039;t be unbound. Also, one of the Command Abilities makes your general into a priest as well, or gives a priest as general access to another prayer. Currently, in addition to the Excelsior Warpriest (a fantastically efficient option with a solid prayer of his own and able to unbind one spell per enemy hero phase), the four armies offer us access to the following priests:&lt;br /&gt;
&lt;br /&gt;
*Stormcast: Lord-Relictor, Lord-Veritant (the superior option by far, super anti-Wizard)&lt;br /&gt;
*Fyreslayers: Auric Runemaster, Auric Runesmiter (able to deepstrike 1 Fyreslayers unit), Auric Runesmither on Magamadroth&lt;br /&gt;
*Idoneth: Isharann Soulscryer (notably lacking a prayer of his own)&lt;br /&gt;
*Kharadron: unfortunately no priests (though an Aetheric Navigator really should be)&lt;br /&gt;
&lt;br /&gt;
The Battle Traits for the Army are as follows:&lt;br /&gt;
*all units can re-roll Battleshock tests (sadly mostly redundant for all Idoneth squads except Allopexes)&lt;br /&gt;
*all Human and Duardin units get +1 to-Hit in melee against enemies that charged them (on that turn)&lt;br /&gt;
*all Akhelian units get +1&amp;quot; Move and +1 on charge rolls (eels and the King are now 15&amp;quot;! turtles and sharks 13&amp;quot;) [sadly doesn&#039;t help non-Akhelians]&lt;br /&gt;
*Command Ability: only works for Liberators wholly within 12&amp;quot; of a Stormcast Hero (gives them +1 Save in exchange for not being able to pile-in) [meh]&lt;br /&gt;
&lt;br /&gt;
Drawbacks:&lt;br /&gt;
*you no longer benefit from any of the army&#039;s Allegiance-specific synergies (most-notably here, Tides of Death and Forgotten Nightmares), but you get to have fun allying with Dwarfs, more Stormcast, and have some Priestly fun!&lt;br /&gt;
*there&#039;s no specific lore to the army (besides the prayers), but if you want Wizards, you can always take Endless Spells or use the vast Realm Lores (7 per realm) [albeit limited to agreeing with your opponent about location before the game]&lt;br /&gt;
*if your 3 artefacts aren&#039;t suitable, claiming that your army is from a specific realm opens up the choices nicely (though this isn&#039;t exactly lore-accurate, but whatever)&lt;br /&gt;
*unfortunately, there&#039;s no fix if you don&#039;t like the 3 Command Traits&lt;br /&gt;
*no new Warscroll Battalions, but you&#039;re allowed to use any of the existing ones&lt;br /&gt;
&lt;br /&gt;
Ultimately, though most-likely not powerful enough to be competitive, I hope that GW will make more coalition allegiances like this, as it not only mixes things up, but it creates opportunities for you to collect and learn other armies, and it&#039;s super fluffy lore-wise. Plus, the Grand Alliances really don&#039;t have enough going for them, so this kinda makes up for that, meeting halfway between.&lt;br /&gt;
&lt;br /&gt;
==Army Building==&lt;br /&gt;
There aren&#039;t a ton of options for building diverse armies since the Idoneth model line consists of 8 Leaders, 5 units with only one unconditional battleline and a behemoth.  However with the addition of Enclaves your army will perform a bit differently and allows for a small but not insignificant level of specialization. &lt;br /&gt;
&lt;br /&gt;
===What to start with?===&lt;br /&gt;
* As the name suggest, the Start Collecting! kit is a great way to start your collection, giving you 10 Thralls, 3 Eels and one Soulrender.&lt;br /&gt;
&lt;br /&gt;
* Battleforce box being released for Holidays 2018.  $170 (USD) will net you a Tidecaster, 10 Namarti Thralls, 10 Namarti Reavers, 3 Eel guard riders of your choice, and 2 Allopexes.  Not a bad variety to start with, and is over a hundred dollars in savings, if you can somehow get your hands on it.&lt;br /&gt;
&lt;br /&gt;
*Grab an Akhelian King kit and build either Volturnos or the stock King model.  Both are fine, though Volturnos outperforms his nameless counterpart before taking Artefacts and Command Traits into consideration.  Either model is a fine addition to your army.&lt;br /&gt;
&lt;br /&gt;
{{Age_of_Sigmar_Tactics}}&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:90DE:BC6F:35FE:2925</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Religion&amp;diff=401798</id>
		<title>Religion</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Religion&amp;diff=401798"/>
		<updated>2020-07-17T00:15:59Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:90DE:BC6F:35FE:2925: /* Somewhat special cases */&lt;/p&gt;
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&lt;div&gt;{{Heresy}}&lt;br /&gt;
{{topquote|Science investigates; religion interprets. Science gives man knowledge, which is power; religion gives man wisdom, which is control. Science deals mainly with facts; religion deals mainly with values. The two are not rivals.|Martin Luther King, Jr}} &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Dracula&#039;&#039;&#039;: &#039;&#039;I was called here by, huuuuumans, who wish to pay me tribute!&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Richter Belmont&#039;&#039;&#039;: &#039;&#039;Tribute?! You steal men&#039;s souls! And make them your slaves!&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Dracula&#039;&#039;&#039;: &#039;&#039;Perhaps the same could be said of all religions.&#039;&#039; &lt;br /&gt;
::--An excerpt from the infamous exchange that also gave us &amp;quot;What is a man? A miserable little pile of secrets&amp;quot; in [[Castlevania#Castlevania:_Symphony_Of_The_Night_.28Castlevania_9.29|Castlevania: Symphony of the Night.]]&lt;br /&gt;
&lt;br /&gt;
Because it&#039;s important to several settings and RPG systems, particularly ones that are high-profile or relevant to /tg/, we have a religion article.  Let&#039;s try and keep it focused on the directly-related-to-/tg/ stuff and not descend into the pure [[skub]] that can arise in discussions of real-life religions, okay?&lt;br /&gt;
&lt;br /&gt;
==Definition of Religion==&lt;br /&gt;
Almost since the inception of the term, scholars have failed to agree on a definition of religion.  While there are some belief systems that always count as religions, some have applied the term to various things such as political ideologies, or groups when they reach a certain point.  There are however two general definition systems: the sociological/functional and the phenomenological/philosophical.  &lt;br /&gt;
&lt;br /&gt;
The two most widely accepted are:&lt;br /&gt;
* &amp;quot;a unified system of beliefs and practices relative to sacred things, that is to say things set apart and forbidden - beliefs and practices which unite into one single moral community called a church, all those who adhere to them.&amp;quot;	&lt;br /&gt;
* &amp;quot;a comprehensive worldview or &#039;metaphysical moral vision&#039; that is accepted as binding because it is held to be in itself basically true and just even if all dimensions of it cannot be either fully confirmed or refuted&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
As stated before, one common element that every religion which fits the criteria has is humanity&#039;s relation to supernatural forces, as all of them have at least one [[God|god]] and/or an afterlife even where there are exceptions; Buddhism doesn&#039;t have any gods but has afterlives, and Taoism doesn&#039;t have an afterlife but does have a pantheistic concept of a god as a supernatural force.&lt;br /&gt;
&lt;br /&gt;
Like other terms for heavily [[SJW|debated]] [[communism|subjects]], religion and religious have also been used as insults or Snarl Words in social and political discussions (especially from the 20th century and onwards) to ridicule groups openly promoting something the user disagrees with.  This snarl creates a caricature of the group to smear them by association with the worst excesses/negative stereotypes of real-world religious people (like being too preachy, judgmental, irrational, hypocritical, or pressuring everyone to convert).&lt;br /&gt;
&lt;br /&gt;
==Religion vs. Mythology==&lt;br /&gt;
While [[Mythology|mythologies]] aren&#039;t religions in and of themselves, every religion has a mythology.  While mythologies are merely the accounts of supernatural events, religions add rituals and practices that link those mythologies directly to the lives of their believers in one form or another, typically by describing how to properly serve to a god (or multiple gods, it depends) a significant role in the mythology a given religion is derived from. [[Skub|Whatever the source]], the mythology almost always predates the religion. As a result, especially since the Fantasy genre deals in supernatural beings and forces, most if not all fantasy settings have religions.  Science fiction does to a lesser degree, mostly because during the Golden Age of sci-fi empiricists and secular humanists were attracted to the genre and their views often seeped into their stories.  Despite this, given that most real-life societies have had religions playing a role in or since their founding, religions are still found in sci-fi.&lt;br /&gt;
&lt;br /&gt;
Religions involves belief systems and practices, where an adherent can call upon the power/being the religion is focused on to give them aid in [[cleric|various]] [[Paladin|ways]], depending at the very least on the religion and the task in question.  Given that religions are about people&#039;s place in the world, how it was made, ideas on how life should be lived and how humans should relate to the supernatural, they have major implications for societies.  Given that people can become [[Exarch|dangerously single-minded]] about a cause, people can be become extremists about their religion, regardless of the fact that [[Heironeous|some]] are more benevolent than [[Asmodeus|others]] and in numerous cases even [[Heresy|if it involves going against the religion&#039;s teachings]]; in conjunction with the above this means religious conflicts can become widespread, long-lasting, cause carnage and also involve other elements such as politics- both in fantasy and in the real world.&lt;br /&gt;
&lt;br /&gt;
==Role in Society==&lt;br /&gt;
A person&#039;s belief (for or against) any or all religions is a major factor in their worldview, and as such often serves as the undercurrent for all others. This is because this belief shapes people&#039;s views on the big things such as the purpose of life, how life should be lived in relation to oneself and others and what happens to people after they die. On the upside, this often leads to teachings with the goal of unity, peace, charity and co-operation as per the teachings of most religions, some of which are adapted by or also found among non-religious systems. On the downside, this can lead to clashes over how the people involved do the will of whichever beings or forces they follow, which religion should be followed or whether or not people should follow a god or religion at all.  This can involve arguments and factionalizing, or in some cases worse things like pogroms and wars. Since they are an overarching and fairly common element in cultures, they often appear or are referenced in fiction. &lt;br /&gt;
&lt;br /&gt;
The most common religious belief systems are the Abrahamic family of religions (primarily Judaism, Christianity and Islam) which are Monotheistic (belief in a singular God) and share many common elements and root, with - at the time this was written - Christianity being the most followed religion globally. Historically, these and other religions were frequently enshrined in law as the &amp;quot;state religion&amp;quot;, giving them special privileges such as extensive influence over the government or tax exemptions. In some cases, they even took over the functions of the government entirely in a system known as theocracy; while uncommon in the present day, theocracies are still in use in places such as the Vatican and Iran. &lt;br /&gt;
&lt;br /&gt;
Within the last few centuries, due to events such as the French Revolution, there has also been a significant amount of anti-religious sentiment, which regards religion as at best redundant and at worst destructive (beyond historical grievances with specific groups within religions, reasons for this view and whether or not those arguments have any merit, shall not be discussed here). For the most part, a combination of people identifying more with their culture or nation than their religion and the concept that religion and functions of state should not interfere with each other has turned into more of a &amp;quot;live and let live&amp;quot; mentality that doesn&#039;t really support or oppose any one religion and only reacts when said religions begin actively defying the state or the state starts bringing the boot down on religion. &lt;br /&gt;
&lt;br /&gt;
Throughout history, numerous tyrannical regimes have tried to restrict or stamp out religions. This is usually because religious teachings put the figure/object of worship before the state in a conflict of interest and most religions&#039; teachings condemn tyranny or [[Slaanesh|the vices tyrannical leaders indulge]].  Other reasons include tyrants dislike being answerable to anyone besides themselves and a tyrant may have some form of anti-religious prejudice.  While nations have usually tried to block specific religions deemed &amp;quot;false&amp;quot; (read: religions opposing the state-sponsored religion in any way), several nations (usually [[Communism|Communist]] states which took Marx&#039;s &amp;quot;religion is the opiate of the masses&amp;quot; quote out of context as a call to arms rather than a passive theory) have tried to get rid of religion altogether, albeit with horrifying [https://en.wikipedia.org/wiki/League_of_Militant_Atheists results] [https://en.wikipedia.org/wiki/Khmer_Rouge_rule_of_Cambodia#Religious_communities each] time.  Best case scenario, they sidegrade from one set of problems to another as cults of personality (commonly ones based on the ruler in charge) spring up to exploit the newly created power vacuum while believers who survive the regime try to continue their activities in secret.  Worst case scenario, the society and its population degenerates into [[Commorragh|a violent, fractious, and nihilistic shell of their former selves]].&lt;br /&gt;
&lt;br /&gt;
Aside from the aforementioned theocracies, the most religious nations are countries such as Brazil in South America or Zambia in Africa (Zambia even has a state religion alongside a law that allows for freedom of religion).  China is - at the time this was written - the world&#039;s least religious and most atheistic country (the situation around North Korea is [[Skub|debatable]], since even though they violently suppress religions [https://www.foxnews.com/world/north-korea-publicly-executes-80-some-for-videos-or-bibles-report-says to the point that merely having copies of religious texts can be grounds for execution], they also have the Kim Cult blended with the Marxist offshoot ideology Juche).&lt;br /&gt;
&lt;br /&gt;
==How this impacts /tg/==&lt;br /&gt;
A few major ways.  Since most if not every society in real-life has had religion either be the basis for its founding or play a role in it, religion is just as involved in the backstory or current lore of settings.  There are three major &amp;quot;modes&amp;quot; of /tg/ settings and related fictions: &lt;br /&gt;
* Purely functional use of religion as a story device. (What we might call &amp;quot;Functionalists&amp;quot;)&lt;br /&gt;
* Endorsement of religion and/or religious people. (What we might call &amp;quot;Religion is Good&amp;quot; types)&lt;br /&gt;
* Criticism of religion and/or religious people. (What we might call &amp;quot;Religion is Bad&amp;quot; types)&lt;br /&gt;
For ease of categorization, writers who use these modes will also be called proponents, detractors or functionalists (who can be pro, anti or neutral).&lt;br /&gt;
&lt;br /&gt;
===Religion as a story device/Functionalists===&lt;br /&gt;
Compared to the two types of writers found below, these writers are usually just attempting to model their work after real-world [[Mythology]] and are frequently attempting to keep their views of Religion separate from their work. Frequently comes in one of two subspecies:&lt;br /&gt;
* The [[Standard Fantasy Setting]] default: The world is ruled by an ordinary polytheistic pantheon, usually close to some admixture of Norse and Greek mythologies.  Some of them also have a Top God more powerful than all the others, and maybe the in-universe creator of everything who is mostly hands-off in cosmic affairs.  The gods of these religions tend to focus on specific areas (gods of [[Paladin|Justice]] and [[Druid|Nature]] are common, for subtly obvious reasons) and frequently want their followers to propagate or promote these things.  &lt;br /&gt;
* The kind of setting they wanted to make dictated the nature of the divine. For example, in [[Exalted]] just about all the figures anybody would call a &amp;quot;God&amp;quot; (besides the Exalted) are Useless, because the Exalted (which includes the Player Characters) are the guys who were made specifically to do whatever the gods needed them to do for reasons inherent to the setting, to go with the main theme of the setting for the PCs: &amp;quot;You can do &#039;&#039;&#039;almost anything&#039;&#039;&#039;, except &#039;&#039;avoid the consequences of being the one who did that anything&#039;&#039;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Religion as a Bad Thing/Detractors=== &lt;br /&gt;
There are several writers of Science Fiction and Fantasy that are of the opinion &amp;quot;Religion Is Bad&amp;quot;, often alongside having an axe to grind (sometimes warranted, sometimes not) with either one or more specific real-life religions.  This is more common in Sci-Fi than fantasy because the focus on science appeals to the naturalist, empiricist and/or humanist worldview of such writers, with the supernatural being seen as an obstacle to that.  Despite that, the view is found among some fantasy authors as well, such as the author of the book series &amp;quot;His Dark Materials&amp;quot;, Philip Pullman (he wrote it as pushback against C.S Lewis&#039; &amp;quot;Chronicles of Narnia&amp;quot; series). Whatever the genre, this comes in flavors of either &amp;quot;The Gods Don&#039;t Exist&amp;quot;, &amp;quot;The Gods are Incompetent&amp;quot; (more on that below) or &amp;quot;The Gods are Evil&amp;quot;.  Cosmic Horror also tends to use the &amp;quot;Gods Don&#039;t Exist&amp;quot; or &amp;quot;Gods are Evil&amp;quot; route, or combine them into &amp;quot;The Gods are actually Incomprehensible and Destructive Aliens&amp;quot; (for example; the author who codified the genre, [[H.P. Lovecraft]], was an avowed anti-religious atheist - note the recurring theme of villainous cults).  This also has the side effect of inclining science fiction towards an atheistic perspective.&lt;br /&gt;
&lt;br /&gt;
Another major component is personal issues of the author such as grievance or prejudice, but that&#039;s case-by-case and a major can of worms.  A writer could have resentment against a specific religion or even the higher power a religion reveres (though opposition to a god or gods is called anti-theistic, not anti-religious), and single them out in their works due to personal bias or agenda.  Worst case scenario, the story is some sort of anti-religious wish fulfillment power fantasy - such as Frank Miller&#039;s &amp;quot;Holy Terror&amp;quot; comics against Islam and Garth Ennis&#039; &amp;quot;Preacher&amp;quot; comics (and their live-action adaptation) against Christianity.&lt;br /&gt;
&lt;br /&gt;
Whatever the motivation, writers saying this message either model their fictional religions on the - occasionally exaggerated - worst excesses of real world religious people or use a fictional religion as a stand-in or strawman of a real one.  The most frequently targeted religions are Christianity, Islam, any faith that practiced human sacrifice (such as the Aztec religious practices) and Scientology.  Cults, especially those with beliefs that mainstream religions consider unorthodox or outright heretical, are especially fertile ground for this message, albeit running the risk of being misapplied to tar other groups with the same brush.&lt;br /&gt;
&lt;br /&gt;
===Religion as a Good Thing/Proponents===&lt;br /&gt;
There are several Science Fiction and Fantasy writers who either are religious themselves and want to promote their worldview, look upon religion positively and put that into the story or both.  This is more common in Fantasy than Sci-fi, partly because with the supernatural being THE fundamental element of the genre, this gives opportunities to explore many aspects of religiosity.  This is less common in science-fiction, but not unheard of, such as Carl Sagan&#039;s novel &amp;quot;Contact&amp;quot; where God&#039;s signature is found in the digits of pi.  These authors usually put more thought into their fictional religion plus its central figure (although they have a tendency to go all &amp;quot;Crystal Dragon Jesus&amp;quot;), and try and have it be at least a somewhat good influence, although religious institutions and leaders are usually hit-and-miss affairs.  &lt;br /&gt;
&lt;br /&gt;
Some people make a fictional setting with figures from real-world religions, either in the real-world or [[CS Lewis|an alternate world (such as Narnia)]].  Others use fictional religions that either visually resemble real-life religions or figures from them; religions that often get this treatment are the Abrahamic faiths (most often Christianity), Greek mythology, Egyptian mythology and Norse mythology (albeit often a sanitized version of the latter three).  In other cases they all but abandon any form of subtlety, with the fictional religion being distinguished from the real-world religion the author follows by only a handful of minor changes. Naturally, those kinds of works tend to come off as preachy, to say the least. &lt;br /&gt;
&lt;br /&gt;
Another route this uses is the route that faith itself provides the power as per &amp;quot;[[Belief Function|Belief Function]]&amp;quot; (think Morpheus&#039; &amp;quot;your mind makes it real&amp;quot; quote, but applying at the cosmological level).  In fact, Warhammer often goes the route that the gods are powered by faith as well as from their sphere of influence which has either [[Sigmar|caused some people have risen to godhood]] or [[Ynnead|caused new gods to be born in the setting]]. In fact, this has proven the greatest weapon against Chaos in every Warhammer setting (and why the Emperor&#039;s plan to starve the Chaos Gods with atheism was doomed to fail from the start).&lt;br /&gt;
&lt;br /&gt;
===Somewhat special cases===&lt;br /&gt;
&lt;br /&gt;
One somewhat special case is the &amp;quot;Religion of Evil&amp;quot;; in many settings, there is a religion that is explicitly capital E Evil and seeks one of the usual &amp;quot;Card Carrying Villain&amp;quot; goals of Control, Conquest, Corruption, or Destruction.  Frequently has some admixture of the worst aspects of Roman Paganism, Norse practices, the Aztec, Scientology and/or the various Abrahamic religions.  They also often draw from those found in the writings of H.P Lovecraft.  If this cult directly worships an individual Evil God, expect whatever makes sense for that deity to be some form of destructive activity--e.g., the cult of the God of Murder demands human sacrifice on a regular basis, with a certain portion of that explicitly being not-careful-enough cultists.  Regardless, Religions of Evil can show up in all three above modes, and usually has a special purpose in all three:&lt;br /&gt;
&lt;br /&gt;
* All three types need bad guys.  In particular, a group who by definition is Evil is always good for some no-need-to-worry-about-the-ethics-or-morality-of-killing fodder (based on the idea that everyone in is group is evil because you have to do evil to be part of the group).  &lt;br /&gt;
* Religion is Bad types tend to use them to say either &amp;quot;while they&#039;re all Bad, some are worse then others&amp;quot;, that &amp;quot;Religion can be used to justify anything&amp;quot;, use it as a strawman to tar all with the same brush or they have a specific axe to grind (either against an entire religion, a group within that religion or individual adherents the author personally dislikes).  &lt;br /&gt;
* Religion is Good types or the sincerely religious tend to use them as analogies with fanaticism, criticize Real World cults, say &amp;quot;there is good religion so don&#039;t tar all with the same brush&amp;quot;, compare different beliefs or deal with negative aspects of religion (occasionally making jabs at competitive religions, or fellow believers the author disagrees with).&lt;br /&gt;
** As a side note, a lot of fantasy has moved slightly away from pure Religions of Evil, for much the same reason as [[Always Chaotic Evil]] races (questions of whether this fosters prejudice against real-life groups and audiences and authors demanding more motive for their villains).  While there are still plenty of them, they usually add some nuance that makes them at least morally neutral under their own lights.  Popular options are for them to be an off-shoot/denomination/subset of another religion and/or be taking vengeance for a real or perceived injustice (which has &#039;&#039;&#039;plenty&#039;&#039;&#039; of real-life precedent).&lt;br /&gt;
&lt;br /&gt;
[[Urban Fantasy]] writers are another special case, since almost all Urban Fantasy is set in something that might be called &amp;quot;the real world with a twist&amp;quot;, with all the usual political trouble that implies.  As a result, they can take one of a few routes:&lt;br /&gt;
* The most common route is &amp;quot;there are many possible explanations&amp;quot; and vague things up as much as possible ([[True Faith|Faith]] being the power that repels [[Vampire]]s rather than than a cross having any actual connection to a deity is a popular one). &lt;br /&gt;
* The second most common route (albeit rarer outside of Cosmic Horror) is the &amp;quot;Religion as a Bad Thing&amp;quot; route; the story is straight up atheistic/&amp;quot;Religion is Bad&amp;quot; [[Imperial Truth|propaganda]] where the writer often has an axe to grind against a specific religion.  It&#039;s a popular choice for writers trying to be [[Edgy]] who want to include religious subject matter in their stories, and they almost exclusively go after the most established religion in the area or any new cults that have emerged at the time.  Furthermore, any fictional religions or cults are most likely thinly-veiled stand-ins for real life ones.  &lt;br /&gt;
* Some Urban Fantasy works with a clear correct religion exist thanks to the above mentioned sincerely religious authors, which are typically [[Chick Tracts|barely veiled proselytizing]] or [[Twilight|just straight up terrible]], though [[Monster Hunter International|there are some good ones]].&lt;br /&gt;
* The fourth route, taken most notably by [[Supers|DC and Marvel comics]] among others, is to take an &amp;quot;All Myths are True&amp;quot; approach: All religions are sort of true, but none have any exclusivity to the Truth, so Thor and Athena might have the Archangel Michael on speeddial when the Orochi teams up with Apep to get up to no good and start making trouble in their neighborhoods (because &amp;quot;Mikey really likes kicking serpent tail, and gets annoyed when we don&#039;t at least try to invite him to an evil serpent ass-kicking.&amp;quot;). Differs from the &amp;quot;vague things up&amp;quot; route by being clearer on some details, and also much more gonzo.  The Abrahamic God is the exception here: He&#039;s usually kept especially vague, albeit more powerful (and yet infinitely less accessible) than anyone else in the setting, and only referred to by some codephrase (Marvel likes &amp;quot;The One Above All&amp;quot;, DC generally goes for &amp;quot;The Presence&amp;quot; or &amp;quot;whatever is behind the Source Wall&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous Observations===&lt;br /&gt;
&lt;br /&gt;
Doing the &amp;quot;The Gods are Incompetent&amp;quot; thing (the similar but different &amp;quot;The Gods are Insane&amp;quot;, &amp;quot;The Gods Are Assholes&amp;quot; and &amp;quot;The Gods Don&#039;t Actually Do Anything&amp;quot; routes also falls under this umbrella) can go into any of the three modes; in a sincere monotheist&#039;s (such as Christian) work, it can be a &amp;quot;Take That&amp;quot; to polytheistic religions; in a &amp;quot;Religion is Bad&amp;quot; atheist&#039;s, it can be one to religion in general; in a Buddhist-influenced work, it can be a part of the whole &amp;quot;even the Gods are tied up in the Wheel of Karma&amp;quot; concept; and, even if the author is not pushing any religious message in any way, there&#039;s a neutral, plot-structural reason to go &amp;quot;Incompetent Gods&amp;quot;: it can make the adventurers the Most Competent People Available since if that wasn&#039;t the case there wouldn&#039;t be anything for the adventurers to do. &lt;br /&gt;
&lt;br /&gt;
If a work has multiple writers, (as frequently happens with RPG and Wargame settings, and quite a few popular SciFi/Fantasy ones as well) there&#039;s a tendency for the writers to try and pull the setting into one of the other two &amp;quot;modes&amp;quot; depending on their personal views.  This leads to the theme changing from one side to the other as the story progresses.  A recent example is [[World of Warcraft|the spate of retcons to the cosmology of the Warcraft universe]] and the morality of its fundamental forces/dominant higher powers, the Light and the Void.  If the story doesn&#039;t get focused on a pro-religion or anti-religion message, it may end up swinging back and forth between both sides or settle in a mid-point which doesn&#039;t take a strong stance either way.  &lt;br /&gt;
&lt;br /&gt;
Note that members of the &amp;quot;Religion is Bad&amp;quot; and &amp;quot;Religion is Good&amp;quot; brigades will get involved in arguments over the relative morality or &amp;quot;goodness&amp;quot; of various factions in the story and the accuracy of any messages a writer presents.  Often history buffs will throw their hat into the ring as well.&lt;br /&gt;
&lt;br /&gt;
==Examples of /tg/ connected fictional religions==&lt;br /&gt;
===Warhammer 40k===&lt;br /&gt;
* The [[Imperial Truth]] was originally the Emperor&#039;s plan on beliefs, which he and his servants propagated throughout the galaxy during the Great Crusade. Attempting to wean mankind away from Chaos and being a firm member of the &amp;quot;Religion is Bad&amp;quot; brigade, the Emperor proclaimed there are no gods, and religion had to be abolished willingly or by force while science or reason are to be used for explaining the universe and morality.  Everything transpired according to his design, except theistic religiosity in the 40k universe is the best weapon against Chaos so Emps&#039; interstellar state atheism policy gave them a major opening.  Things went from bad to worse when people started looking up to the Emperor as a god himself, [[Exterminatus|he responded accordingly]], and the Chaos Gods got a new tool in the form of [[Lorgar]].  After the Horus Heresy and the Emperor&#039;s removal from galactic politics: the Imperial Truth was slowly shelved in favor of the Imperial Cult, to the point that espousing the teachings of the Truth is ironically considered heresy. Only a few practitioners of the Imperial Truth remain, most notably the Custodes and the Space Marines (both of whom know The Emperor better than anybody to worship him as a god. Plus, their religious autonomy.).&lt;br /&gt;
** The [[Imperial Cult]] is the present-day religion of the Imperium of Man, and is a mix of several Abrahamic Religions along with copious amounts of warmongering, fanaticism and xenophobia.  Derived from the Lectitio Divinatus penned by [[Lorgar]] pre-HH, the Cult decrees that because the Emperor is capable of all these miracles and power: he &#039;&#039;must&#039;&#039; be a god, and why you should worship and pledge loyalty to him.  Its a complete 180 from the Emperor&#039;s original teachings, and has simultaneously been responsible for damning and saving the Imperium past the clusterfuck of the Horus Heresy.  It&#039;s unknown whether the Emperor still abhors godhood and religion and would abolish it the moment he could, or if he&#039;s resigned himself to becoming the very thing he fought against for mankind to persevere in these trying times.  Whatever the case, he didn&#039;t want to be a god, but now he has no choice but to become one.&lt;br /&gt;
** The [[Adeptus Mechanicus|Cult Mechanicus]] (Machine Cult) is the religion of the Adeptus Mechanicus, placing a heavy emphasis on machines, viewing them as gifts from the Machine God called &amp;quot;The Omnissiah&amp;quot; Officially, the Omnissiah is The Emperor, which allows the Mechanicus to sidestep the more puritan pundits of the Imperial Cult (we worship The Emprah, just not how you do it). Unofficially, the Omnissiah may or may not be the C&#039;tan god: The Void Dragon. It also has a high emphasis on the collection of knowledge, and one of the Admech&#039;s roles in the galaxy is to explore remote and uncharted regions of space to find and search for knowledge that has been lost throughout the millennia. The last of these, is guidelines on machines and knowledge. Officially, heretic(tek) and xeno works are to be abhorred and disposed of, viewing them as perversions of the holy Machine God&#039;s works. Unofficially however, more liberally-minded and higher-ranked Magos would happily hoard heretek/xeno works, seeing their potential over the more restricted and constrained works of the Mechanicus.&lt;br /&gt;
&lt;br /&gt;
* Chaos is a violent and complicated henotheistic (believing in multiple gods but only worshipping one) or polytheistic religion with dozens, if not hundreds of interpretations.  Even then, there&#039;s more sub-cults that worship their particular god in a specific way, either minutely or vastly different from everyone else among followers of the Big 4.  And this doesn&#039;t even get into the realm of Chaos Undivided (which worships the concept of Chaos itself, instead of the individual gods) and [[Malal]].  Chaos has very little established guidelines regarding worship, apart from their patron god&#039;s/gods&#039; general likes/dislikes, so any religious practices or rituals are either based on commands from the god/s or up to the imagination of the cult.&lt;br /&gt;
** Interestingly, there is a Space Marine of the Chaos faction who follows the Imperial Truth, and that is [[Fabius Bile]].&lt;br /&gt;
&lt;br /&gt;
* All Greenskins worship Gork and Mork (jury&#039;s out on whether the [[Gretchin Revolutionary Committee]] do), but are too disorganized to have anything like a formal religion, though they do make effigies of Gork and Mork and call on them.  The closest thing they have to tenants is that Gork favors violence, Mork favors cunning.  Greenskins have gotten into fights over this, but violence is part of their nature and that of their gods.  While they fight over religion, they also fight over almost any dispute anyway, and may even start a religious argument just to enjoy a good fight among themselves (though the only theological argument they can formulate is &amp;quot;is Gork the god of cunning or is Mork?&amp;quot; or vica versa). On the surface, religion does not play a big-enough role in Ork society compared to other races, being just another outlet for Orks to fight about. But if [[Ghazghkull Mag Uruk Thraka|Ghazghkull]] is any indication: religion can have a great impact on Orks, with him being becoming one of the greatest Warlords in the galaxy, primarily because he thinks he&#039;s personally blessed by Gork and Mork themselves. So if you throw in the Orks&#039; gestalt field into the mix, its likely that its not that religion doesn&#039;t matter to them, it&#039;s under-utilized.&lt;br /&gt;
&lt;br /&gt;
* The Tau&#039;s creed &amp;quot;The [[Greater Good]]&amp;quot; is a specie-wide philosophy that was adopted ever since the initial unification of the Tau in the olden days. In a nutshell, the Greater Good emphasizes the co-existence of all Tau and sapient life in general into working together for a common goal to further the Tau&#039;s progress, seeing everyone&#039;s potential and hoping to utilize that for an, ahem, greater good. Personal religion isn&#039;t forbidden, but it must not contradict or override The Greater Good, and must be disregarded if it ever does so.  Technically, this means Tau can be religious or non-religious, as the Greater Good is not a religion (due to lacking an afterlife and supernatural aspects, with the closest things to figures of worship being the Ethereals).  This sounds all fine and dandy, but the Ethereal class, who are responsible for maintaining The Greater Good, have been shown to be less benevolent than believed and have been using their unnaturally powerful charisma to subtly oppress the Tau and use them to further their own agendas.&lt;br /&gt;
**The Farsight Enclaves, who have thrown off Ethereal rule, are the exception in that they have rejected The Greater Good, seeing it as the method of oppression used to keep the T&#039;au under complete control of the ethereals.  Due to this, if one considers the Greater Good a religion, The Enclaves are irreligious.&lt;br /&gt;
**As of the 4th Sphere Expansion disaster, Chaos Tau are starting to become a thing.&lt;br /&gt;
**At one point, the Earth Caste gathered Genestealer-infected Tau and studied them to see what would happen.  Of course, a Genestealer cult developed and naturally they violently escaped control and surveillance.   According to rumors, they&#039;ve even produced a Genestealer-infected Ethereal. &lt;br /&gt;
&lt;br /&gt;
* The Eldar have varying views on religiosity depending on their type.  Their religion is polytheistic, with henotheistic offshoots, and Ausryan was the highest ranking god.  However all of the Eldar gods were murder-raped to death by Slaanesh except for Isha (taken by Nurgle), Khaine (shattered and flung into realspace), Cegorach (hiding in the Webway) and Ynnead (born long after Slaanesh&#039;s birth).  Their Pantheon&#039;s religious practices aren&#039;t fleshed out save for those of Cegorach, Isha, and Khaine, via the Harlequins and Aspect Warriors.  With most of their gods out of commission, Eldar religious worship is of a deistic bent.&lt;br /&gt;
** Craftworlders and Exodites almost exclusively worship the original Eldar pantheon, though some engage in henotheistic worship of only one of the gods.  Asuryan is more popular among Craftworlders while Isha is among Exodites, though nearly all give Khaine some tribute during war.&lt;br /&gt;
** Corsairs are all over the place, though Khaine is a popular choice given their more militant nature.  &lt;br /&gt;
** Being agents of the Laughing God himself, the Harlequins&#039; worship is centered around [[Cegorach]], whilst still paying minor tribute to the other gods.&lt;br /&gt;
** The new faith around Ynnead, the Ynnari, is rapidly growing but have yet to establish teachings or rituals. &lt;br /&gt;
** Unique among the Eldar, the Dark Eldar are irreligious for the most part and while they believe some gods exist they&#039;re too self-centered to worship them (this is canon).  They&#039;re often also anti-religious to boot; a major landmark of Commorragh is a landfill of religious icons called Iconoclast&#039;s Mound, and one Wych cult - the Pain Eternal - revolves around killing religious people and destroying shrines and holy sites.  The sole exception, except for Dark Eldar who stop being Dark Eldar, are the [[Incubi]] who hold [[Khaine]] in high regard.&lt;br /&gt;
** There are numerous rumors of a very small number of Chaos Eldar, but these are barely fleshed out and heavily classified in-universe.  There have been verified Nurgle-worshipping Eldar and persistent rumors that some have embraced Slaanesh without becoming soul-food.  Apart from this, some Dark Eldar have been willing to summon Chaos Daemons or work with Chaos worshippers ([[Fabius Bile|or allies of Chaos]]) to further their own ends.  &lt;br /&gt;
&lt;br /&gt;
* While the Necrontyr had religions before certain [[C&#039;tan|star entities]] [[Necrons|roboticizied them]], those aren&#039;t fleshed out or detailed.  Its also heavily implied the C&#039;tan co-opted the Necrontyr religion beforehand.  With the change to Necrons taking the higher though processes of most of them, any Necrons who can comprehend faith and religiosity either worship the C&#039;tan or have become irreligious.&lt;br /&gt;
&lt;br /&gt;
* The Tyranids themselves are irreligious, being spehss bugs and all, but understand at least a few of the advantages of religion.  [[Genestealer]]s infect people and together they establish cults on targeted worlds, such as one worshipping &amp;quot;Children of the Stars&amp;quot;, a perversion of the Imperial Cult (such as one that worships a [[Swarmlord|four-armed]] version of the Emperor) or something else like &amp;quot;Celebrants of Nihilism&amp;quot; (yes, that&#039;s a canon Genestealer cult name).  Psychic influence is often involved and, notably, the Genestealers do not consider themselves gods.  Once the Tyranids arrive en-masse, the cult-gets assimilated along with all non-Tyranids willingly or not.  An interesting tidbit is that the Hive Mind stops the Tyranids from attacking the cultists in early stages of the invasion and leads them on, only to later override the Genestealers&#039; wills and and make them slaughter the cultists.&lt;br /&gt;
&lt;br /&gt;
===Dungeons and Dragons===  &lt;br /&gt;
* Among Dungeons and Dragons settings, [[Planescape]], [[Eberron]], and [[Pathfinder]] are notable for having some coherent things that could be called &amp;quot;Religions&amp;quot;, rather then the usual generic Pantheism.&lt;br /&gt;
** Most of Planescape&#039;s Factions effectively count as religions, to the point they can produce [[Cleric]]s ([[Planescape: Torment#Fall-From-Grace|Atheist ones at that]]). Yes, even the Athar. (Perhaps &#039;&#039;especially&#039;&#039; the Athar.)&lt;br /&gt;
** Half of Eberron&#039;s religions aren&#039;t worship of deities. The [[Blood of Vol]] seeks to unlock the divinity within one&#039;s self and rejects the gods (if they even exist) and the [[Path of Inspiration]] seeks to improve their next reincarnation. The Undying Court worships not gods but their undead ancestors that make up their government. The [[Path of Light]], [[Warforged_Mysteries#The_Becoming_God|Becoming God]] and [[Warforged_Mysteries#The_Reforged|Reforged]] all seek to &#039;&#039;create&#039;&#039; a deity. Even some interpretations of the [[Sovereign Host]], like the one most common among dragons, don&#039;t worship them as deities. Due to the way divine casting works in Eberron, all of these can produce divine casters.&lt;br /&gt;
** There&#039;s a handful of religions on [[Golarion]] that aren&#039;t merely worship of pantheons. The most prominent (read: Actually has mechanical support) is the [[Prophecies of Kalistrade]], which is basically fantasy [[Star Trek|Ferengi]]. &lt;br /&gt;
&lt;br /&gt;
* [[D20 Modern]]&#039;s [[Urban Arcana]], unusually for urban fantasy, has D&amp;amp;D deities bleed into reality alongside the monsters. You are still able to play a &amp;lt;s&amp;gt;cleric&amp;lt;/s&amp;gt; &amp;quot;acolyte&amp;quot; of any real world deity despite this.&lt;br /&gt;
&lt;br /&gt;
===Star Wars===&lt;br /&gt;
* [[Star Wars]] is inconsistent on if the [[The Force]] is a religion.  The Jedi and the Sith &#039;&#039;could&#039;&#039; both be considered religions as they are considered monastic, but mix in several other traits such as being meritocratic (Jedi) and kraterocratic (Sith) and Lucas himself has axed at least one prototyped book for portraying them too much as a religion.  It&#039;s also notable that the Sith were former Jedi who left the Jedi path for several reasons including [[Heresy|disagreements over the teachings of that creed]].  Aside from that, religion is nearly always a non-human tradition, something noted in a culture&#039;s historical background and never seen implying its extinction, or a scam.  The religiously linked &amp;quot;damn&amp;quot; and &amp;quot;hell&amp;quot; are the two real world swear words that exist in-universe, purely because Han Solo used them in the films, and some concept of an &amp;quot;angel&amp;quot; exists because a young Anakin told Padme about them in the prequel trilogy films.&lt;br /&gt;
** There are rare exceptions where a religion is fleshed out and explored, and the writing goes various directions for better or worse.  A notable example is the aggressive polytheistic religion of the antagonistic Yuuzhan Vong from the EU (which the story gradually revealed was long ago perverted from benevolent roots, and this perverted form takes a few cues from Islam and Aztec mythology).&lt;br /&gt;
&lt;br /&gt;
===Star Trek===&lt;br /&gt;
* Star Trek creator Gene Roddenberry had a low opinion of religion and in his vision humanity had done away with it and was better off for it and he had no interest in adding it to the aliens.  However, some of the cast and crew disagreed and occasionally references and religions found their way into the show, which increased after Roddenberry&#039;s death.  The Federation&#039;s culture is distinctly humanistic (extending the concept to alien species) in it&#039;s outlook in which religion is regarded as a thing of the past.&lt;br /&gt;
** While there are plenty of &amp;quot;Godlike&amp;quot; entities in Star Trek, almost all are treated as Sufficiently Advanced Aliens in the Arthur C. Clarke sense--and in particular, in ST:TNG, the flip side, that Picard and his crew are frequently shown to look like Gods to sufficiently primitive aliens, is gone into in more than one episode.&lt;br /&gt;
** The Bajorans are a highly religious alien race, with the majority following peaceful teachings and a minority of violent extremists.  &lt;br /&gt;
*** Of some note, the Bajoran religion is of interest because their &amp;quot;Gods&amp;quot; actually exist, and can be (somewhat incomprehensibly) talked to (a rarity outside of [[Science Fantasy]]). In other words, they were frequently a method of having some religion vs. science debates where the divine entity (A) explicitly exists, (B) is explainable as &amp;quot;sufficiently advanced and unusual aliens&amp;quot;, and (C) aren&#039;t jerks, just bad at communication with those of us who experience time linearly--in other words, with a deck that wasn&#039;t quite as badly stacked. The religiosity was meant to be as a way of contrasting the Starfleet personnel with the native population and to draw a parallel between Bajorans under the Cardassian Occupation and various real world recently freed oppressed religious-slash-ethnic groups.&lt;br /&gt;
** &amp;lt;s&amp;gt;In the fifth Star Trek movie, &#039;&#039;&amp;quot;The Final Frontier&amp;quot;&#039;&#039;, some of the crew steal the Enterprise to look for God and instead find a powerful alien being impersonating God in the center of the universe&amp;lt;/s&amp;gt; &#039;&#039;&#039;Just like there is no live-action movie of Avatar: The Last Airbender, there is totally no Star Trek 5!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===World of Darkness===&lt;br /&gt;
* Very large books could be written about religion and [[World of Darkness]]/Chronicles of Darkness. We&#039;ll just cover a few highlights:&lt;br /&gt;
** From [[Vampire: The Requiem]], there&#039;s the the Lancea et Sanctum, which might be best described as &amp;quot;Christianity for Vampires&amp;quot;, and the Circle of the Crone, which is &amp;quot;Pagan Vampires&amp;quot;. Both have Vampire miracles on tap (pun intended).&lt;br /&gt;
** [[Hunter: The Vigil]] has various religious organizations among the Compacts and Conspiracies, some very similar to real world ones, others...not so much. &lt;br /&gt;
** [[Mage: The Ascension]] has various religious Traditions, portrayed in that highly-stereotypical and highly-depending-on-the-author way typical of old WoD.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Mythology]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Not related]]&lt;br /&gt;
[[Category:History]]&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:90DE:BC6F:35FE:2925</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Ossiarch_Bonereapers&amp;diff=372333</id>
		<title>Ossiarch Bonereapers</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Ossiarch_Bonereapers&amp;diff=372333"/>
		<updated>2020-07-16T23:59:47Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:90DE:BC6F:35FE:2925: /* Famous Legions */&lt;/p&gt;
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&lt;div&gt;{{Age of Sigmar Faction|Faction=Ossiarch Bonereapers|Logo=Immortis-WC2.jpg|Alliance=Death|Motto=The Skeleton War is upon us! We ride against the [[Stormcast Eternals|fuckboys]]!}}&lt;br /&gt;
&lt;br /&gt;
{{topquote|Two can play at that game!|Likely Nagash after learning how Sigmar makes Stormcast}}&lt;br /&gt;
{{topquote|Debt, an ingenious substitute for the chain and whip of the slavedriver.|Ambrose Bierce}}&lt;br /&gt;
{{topquote|The bones of the skeleton which support the body can become the bars of the cage which imprison the spirit.|J. Ruth Gendler}}&lt;br /&gt;
&lt;br /&gt;
The latest addition to [[Nagash]]’s ever growing hordes (designed and sculpted by [[Maxime Corbeil]], a former dentist), the &#039;&#039;&#039;Ossiarch Bonereapers&#039;&#039;&#039; &lt;br /&gt;
(Also known as &#039;&#039;&#039;The Boney Boys&#039;&#039;&#039;, &#039;&#039;&#039;Bonecast&#039;&#039;&#039;, &#039;&#039;&#039;Tomb Kings 2.0&#039;&#039;&#039;, &#039;&#039;&#039;Bonechads&#039;&#039;&#039;, &#039;&#039;&#039;Nagash&#039;s Taxmen&#039;&#039;&#039;, &#039;&#039;&#039;The Boney Bean Counters&#039;&#039;&#039;, &#039;&#039;&#039;Ossiarch Bean Counters&#039;&#039;&#039; or &#039;&#039;&#039;The IRS&#039;&#039;&#039;) are the result of an eons old plan by Big Bone Daddy.  &lt;br /&gt;
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Likely inspired by the [[Stormcast Eternals]], the Bonereapers are not mere skeletons given life by necromancy, but massive constructs of bone and countless warrior souls, making them all look impressively robust for undead. Since the Legions of Nagash are the  mainstay, the Nighthaunt are the shock troops and the Flesh-Eater Courts are completely insane, these buff bone boys are the elite vanguard of the Grand Alliance.  Given their themes of bones, undead constructs priest characters, architect characters and skull-throwing catapults... they&#039;re currently the closest thing we&#039;ve got to [[Tomb Kings]] in AoS.&lt;br /&gt;
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They also carry out the Bone Tithe; in addition to going out and killing shit to get their bones, the Ossiarchs give settlements they encounter a contract: Give up a set amount of bones whenever we stroll by, or face annihilation now.  Understandably, most choose the former.  Being unable to pay or even being rude to them also provokes a slaughter.&lt;br /&gt;
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Visually-speaking, they&#039;re what happens when Games Workshop decides to mix [[Tyranids]], [[Tomb Kings]], and [[Necrons]] into one army. &lt;br /&gt;
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==History==&lt;br /&gt;
[[File:Slaves to Darkness vs Ossiarch Bonereapers 01.jpg|right|300px|thumb|SKULLS FOR &amp;lt;s&amp;gt;THE SKULL THRONE&amp;lt;/s&amp;gt; Nagash!  And all the other bones too!]]&lt;br /&gt;
When Nagash was helping Sigmar build his cities he secretly built massive underground crypts beneath them all that contained early versions of the Bonereapers.  He kept a few of them on the surface and brought them into battle, but the other gods didn&#039;t like them, so he sent them into the wilderness until he called on them again (among them were the Bonereapers who would go on to form the  Null Myriad Legion).  Despite this, nobody noticed until however fucking long its been since the start of the Age of Myth that there were crypts full of undead warriors beneath them, despite knowing about and needed to defend against [[Skaven|enemies who specialize in creating massive complexes beneath your cities that they then invade from.]]  &lt;br /&gt;
&lt;br /&gt;
Anyway, after the Necroquake, Nagash decided the time was right to wake up everyone beneath these cities, who (according to the most recent Stormcast) apparently marched back home, making them relatively pointless. In that respect, these tombs seem to mirror the Stormvaults Sigmar strewn about the Realms to contain various dangerous contraband like [[Katakros|a certain Mortarch]].&lt;br /&gt;
&lt;br /&gt;
If all this smells like a retcon, that&#039;s because it is.  To be fair, it would explain why Nagash was extra salty about being unable to get aelf souls, and what was meant by them being forged into more complex weapons of war (whether that was GW&#039;s original intention is anyone&#039;s guess).&lt;br /&gt;
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Afterwards Nagash got back to his pet-project of making super-skellies, and once more decided to go through the process of distilling souls down to their most choice elements, and then putting the bits that remained in bone constructs.  By doing so, he artificially created individuals who were warriors, leaders, bodyguards, artisans, architects, philosophers and sculptors all in one, [[Adeptus Custodes|which sounds a little familiar.]]&lt;br /&gt;
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They have already found themselves in numerous conflicts across the realms.  In Shyish, the Kryptboyz Ironjawz Warclan have focused their efforts on fighting the Bonereapers due to wanting to destroy their settlements and wear their bones as trophies.  In Chamon, the Null Myriad have waged a series of wars against the Seraphon of the Thunder Lizard Constellation as they fight for control of the realm&#039;s edge.  The most notable conflict they&#039;ve entered into is the ongoing War for the Eightpoints, where Katakros led the Mortis Praetorians and detachments from other Legions into the Eightpoints alongside Olynder and a Nighthaunt army to take the Eightpoints for Nagash, and they&#039;ve currently succeeded in capturing and fortifying the realmgate leading to Shyish. However, his push to the Varanspire was smashed by the arrival of Archaeon, and the conflict has now settled into a standoff and war of attrition in the Eightpoints.&lt;br /&gt;
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==Society==&lt;br /&gt;
[[File:Ossiarch Bonereapers Society.jpg|right|300px|thumb|Adds a whole new meaning to the phrase &amp;quot;pyramid scheme&amp;quot;.]]  &lt;br /&gt;
All Ossiarch Bonereapers are built for a specific purpose and assigned a role based on the souls from which they’re formed. This is codified through a caste system, with Nagash at the top, then Mortarchs Katakros and Arhkan, then the highest ranking Ossiarchs underneath and various ranks beneath that.  The Bonereaper caste system has a cartouche representing each caste (though Nagash&#039;s is just to symbolize him).  While there is a Mortarch cartouche, only Katakros wears it because Arkhan predates the Bonereaper system (and everyone but Nagash) by several eons, and despite their alliance he&#039;s too proud to wear Katakros&#039; symbol.&lt;br /&gt;
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While many Ossiarch Bonereapers are warriors, there are castes of groups such as crafters and preachers. There is movement between castes, but only downwards, and as a punishment for failure.  A Liege Kavalos who fails in their mission, for example, may be remade as a Kavalos Deathrider.  If the offense was major, they might get remade as a steed.  The lowest caste are the exiles collectively referred to as Parrha, consisting of the worst offenders who get broken and remade into warped skeletal aberrations incapable of fighting and the Bonereapers value them less than the Imperial Guard values the life of its rank and file soldiers (for the uninitiated, that&#039;s really saying something).&lt;br /&gt;
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The Ossiarch Bonereapers can be found all across the Mortal Realms, aiming to conquer everything from Azyr to the Eightpoints. At present, the majority of the Ossiarch Bonereapers are concentrated in Shyish, inhabiting the  nations that surround the Shyish Nadir.  This allows them easy access to a vast source of magical power and establishes them as a permanent garrison around this most valuable of territories.  Apart from Shyish, the largest concentrations of Bonereapers are in Ghur and Hysh.&lt;br /&gt;
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The Ossiarch Bonereapers build according to principles laid down in the Principia Necrotopia, a set of guidelines that ensure optimal construction: &lt;br /&gt;
&lt;br /&gt;
In the first stages of colonizing a new region, the Ossiarchs will establish tithing sites. Presumably, this involves mapping out surrounding settlements and segments of the region into their own tributaries, with each section&#039;s inhabitants made to sign a contract to begin paying the Tithe. They contruct shrines known as Bone-Tithe Nexus, which act as locations for vassals to dump their bones and are enchanted to give out powerful curses to ward off any scavengers seeking to steal from it. &lt;br /&gt;
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Next, they will fortify key territories with small fortifications, following up with a number of Mortisan workshops to fuel the next stage of their expansion. These small holdings will eventually develop into vast and imposing fortresses, growing ever upward as the Bonereapers’ numbers grow. These are not just barracks, but places of culture for the Ossiarchs.&lt;br /&gt;
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Ossiarch scholars will endlessly study scrolls in charnel libraries, recording the details of cultures in the Mortal Realms they have subjugated and those they seek to subjugate. These vast citadel-states eventually resemble Nagashizzar itself.&lt;br /&gt;
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===The Bone Tithe===&lt;br /&gt;
[[File:Bone tithe.jpg|left|300px|thumb|Put your spines into it.  Literally!]]&lt;br /&gt;
The Bone Tithe is instrumental to their society and Nagash&#039;s way of setting himself up as mob boss of the realms.  Upon arriving in an area, the Ossiarchs send out scouts to get the lay of the land.  When they find a settlement or settlements they want tribute from, a representative - in practice usually a Mortisan - approaches and makes them an offer they can&#039;t refuse; give &amp;quot;x&amp;quot; by the deadline at regular intervals, or we kill you all and takes your bones and souls for our use.  To communicate, the Bonereapers draw on prior research for the local language; it doesn&#039;t matter if the vernacular&#039;s out of date by a few centuries or so, as long as they can be understood.   If that doesn&#039;t work, the Bonereapers use other means, including killing a local and using their spirit as a translator if all else fails.  If the locals refuse, attack them or are rude enough, [[Grimdark|the Bonereapers make good on their threat, slaughtering everything in the settlement that has bones, right down to the last child and stray animal]].  &lt;br /&gt;
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Where the bones come from, the required condition and amount depends on the situation and Bonereaper legion in question.  Human bone is the most widely used; dwarf bones aren&#039;t common enough, elf bones are but don&#039;t replenish fast enough and greenskin bones are coarse, porous and prone to spontaneous fungal growth unless treated properly.  While animal bones are also used, such as to repair Kavalos steeds or make Gothizzar Harvesters, that&#039;s not always the case and it depends on what animal they&#039;re from (Rhinoxen and Bleaklake crocodiles are popular choices).  The Bonereapers CAN tell the difference between what race or species a specific bone comes from, so trying to cheat them by mixing in different kinds of bones doesn&#039;t work.  Plus, they respond to trickery the same way they respond to failure or refusal - immediate slaughter (as a human town learned to their cost when they tried to trick the Bonereapers by mixing pig bones in with the human bones).  &lt;br /&gt;
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Sometimes things are even worse.  A particularly war-horny leader, most often from the Stalliarch Lords (more on them below), will give nigh-impossible demands.  What kinds of demands?  How about asking the population for detailed records on the city&#039;s family lineage going back to the founders and the condition of &#039;&#039;every bone in their bodies&#039;&#039;.  Or maybe they ask for just one tonne of bones &#039;&#039;every day&#039;&#039;.  They might instead, or also, [[That Guy|arrive early to extract the Tithe just to get a good slaughter out of it]].  However it ends, the bones of the Ossiarch&#039;s victims are sorted through, the good bones taken for future use the sub-par ones discarded (same with their victims souls).  Strips of skin and flesh from these unforunates are hung from the Bonereapers&#039; spears as a warning to anyone who considers not paying the tithe.&lt;br /&gt;
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Ultimately, they have a term related to the Bone Tithe called the Terminus Concept, referring to the point where a society can&#039;t provide enough bones so they get slaughtered and their bones are taken.  For the truth is that the Bone Tithe - short term or long term - is ultimately unsustainable for the payers, and the Bonereapers know it.  This all proves that, while Nagash is a pragmatic sort of fellow, he&#039;ll always find a way to be a &amp;lt;s&amp;gt;boner&amp;lt;/s&amp;gt; [[Eldrad|huge skeletal dick]] about it.&lt;br /&gt;
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==Forces==&lt;br /&gt;
[[File:Bonereaper army.jpg|right|500px|thumb|&#039;&#039;&#039;Angry Dooting Intensifies&#039;&#039;&#039;]]&lt;br /&gt;
*&#039;&#039;&#039;Mortek Guard:&#039;&#039;&#039; Rank and file infantry of the Bonereapers.  Well armored and shielded, they have the choice of swords or spears and optional greatswords as weapons. Their primary role is to create massive shield walls to protect their leaders.&lt;br /&gt;
*&#039;&#039;&#039;Morghast Harbingers and Archai:&#039;&#039;&#039; You know em, you love em. Nagash&#039;s original sculpted bone construct based on not-angels from the World-That-Was now served as prototypes to the current regime of spoopy skeltals. Flying blenders armed with either halberds (take these) or twin swords (dont take these).  Harbingers are your chargey bois, while the Archai are bodyguard bois.&lt;br /&gt;
*&#039;&#039;&#039;Necropolis Stalkers:&#039;&#039;&#039;  Four-armed skeletal constructs the size of Kurnoth Hunters with four faces, each one has the soul of four warriors, and switches between which one is dominant, altering their fighting style accordingly.  Their name&#039;s ripped from the Necropolis Knights and the Tomb Stalkers. &lt;br /&gt;
*&#039;&#039;&#039;Immortis Guard:&#039;&#039;&#039; Four-armed &amp;lt;s&amp;gt;Grave Guard&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;Tomb Guard&amp;lt;/s&amp;gt; elite skellingtons armed with a halberd in one set of hands and a shield in the other.  Like the Morghasts, Immortis are the bodyguard bois to the Stalkers&#039; chargey bois.  &lt;br /&gt;
*&#039;&#039;&#039;Kavalos Deathriders:&#039;&#039;&#039; Essentially bony Varanguard who serve Bone Daddy instead of the [[Archaon|Everchosen]].  Each one has the soul of dozens of warriors to draw on their knowledge and is proportionately arrogant. For added creep factor, these guys normally walk at a slow and ominous trot, only sprinting when going into a headlong charge.&lt;br /&gt;
*&#039;&#039;&#039;Mortek Crawler:&#039;&#039;&#039; Screaming Skull Catapult 2.0 with an obligatory patent-friendly rename.  In addition to flaming skulls, it can also hurl a cauldron of Death Magic that works based on bravery or a cursed stone that gets more powerful the more damage the Crawler takes.  It&#039;s also powered by a bone-made hamster wheel and multiple legs.&lt;br /&gt;
*&#039;&#039;&#039;Gothizzar Harvester:&#039;&#039;&#039; A big monster construct with weapon hands and a four-armed skeleton for a codpiece that harvests bones and uses them to make new constructs on the fly.&lt;br /&gt;
*&#039;&#039;&#039;Mortisan Soulreaper:&#039;&#039;&#039; Your offensive caster for the Bonereapers with a scythe that doesn&#039;t like hordes.&lt;br /&gt;
*&#039;&#039;&#039;Mortisan Boneshaper:&#039;&#039;&#039; The healers/builders of the Bonereapers. Formed from the souls of artists, they’re in charge of building the extravagant bone cities and other architecture of the legions. They all possess a friendly rivalry with each other that pushes them to one up another’s artwork.&lt;br /&gt;
*&#039;&#039;&#039;Mortisan Soulmason:&#039;&#039;&#039; Miniature Arkhans with four arms who are in charge of hunting and fusing souls for their various constructs.  They ride into battle on bony [[Fyodor Karamazov|thrones with chicken legs]].&lt;br /&gt;
*&#039;&#039;&#039;Liege-Kavalos&#039;&#039;&#039;: Field generals with skeleton mounts placed in charge of leading the Bonereaper armies. They are forged as a cruel mockery of Sigmar’s Lord-Celestant on Dracoth.&lt;br /&gt;
&lt;br /&gt;
===Famous Legions===&lt;br /&gt;
*&#039;&#039;&#039;Mortis Praetorians&#039;&#039;&#039;: The 10,000 strong personal army of Katakros, created out of the souls of those he personally knew in life.  They have gained a fearsome reputation for their tactical acumen, especially in Shyish.  [[Ultramarines|The poster boys who are a jack-of-all-trades, big on tactics and led by an ancient leader who was the basis for future generations]].  They also have the only two Bonereapers with a single original soul; Katakros himself and Zandtos.&lt;br /&gt;
* &#039;&#039;&#039;Petrifex Elite&#039;&#039;&#039;: Made up of nomadic armies crafted from prehistoric fossilized bones, they are known for being slow-moving and a near impenetrable wall of bone.  While fossilized bone tends to be fragile, the Petrifex Elite enchant them to be tough and also include already supernaturally tough bones  among them (ie; the bones of godbeasts).  Led by Mortisans, [[Necrons|they only exist to slay and find ancient bones to build more of themselves and make themselves even deadlier]].  They have forgotten why Nagash wants them to do this, and their leaders eschew personal identity (or so their most senior member dictates...).&lt;br /&gt;
* &#039;&#039;&#039;Null Myriad&#039;&#039;&#039;: These Bonereapers were built exclusively using the bones of the countless dead who helped construct Nagash’s Black Pyramid. They are a solemn yet prideful lot with high resilience to magic and were thus given to Arkhan to be his personal legion; so loyal to him that they defer to Arkhan even over Katakros himself.  Their resistance to magic extends to the power of Chaos, so they&#039;re used to inhabit the most inhospitable parts of the realms.  Recently Arkhan made an alliance with Katakros, and the Null Myriad&#039;s job is to secure locations in the realms so Katakros can control the sources of their magic.  The Null Myriad forces in Chamon have come into conflict with the Seraphon of the Thunder Lizards Constellation who also dwell there.&lt;br /&gt;
*&#039;&#039;&#039;Ivory Host&#039;&#039;&#039;: Outwardly, they appear as honorable warriors, but hidden away in their bodies is a monstrous frenzy that turns them into clawing slavering beasts. Fitting considering they are constructed from beast and monster bones.  Tasked by Nagash to conquer Ghur, they overcompensate for their bestial anger by being as clean and making everything of theirs as much of a work of art as possible.  Also known for [[Tomb Kings|being the only Ossiarchs who build ships, use the color gold regularly in their attire and are led by a monarch]].&lt;br /&gt;
*&#039;&#039;&#039;Stalliarch Lords&#039;&#039;&#039;: A cavalry centric force who are [[Creed|skillful tacticians]] and like to make impossible demands so they have an excuse to raze cities and slaughter people (on the rare occasion that someone meets their outrageous demands they keep their word... but remember the Terminus Concept).  They even force the Bone Tithe on other death factions, as was the case when they subjected a keep of Blood Knights to it and offered them a way out if their leader defeated a Liege-Kavalos in a duel to the death (he didn&#039;t), so in addition to being [[Kharn|psychopaths with zero regard for life, they&#039;re also team-killing douchebags]].  Basically [[That Guy]] as an undead legion.&lt;br /&gt;
*&#039;&#039;&#039;Crematorians&#039;&#039;&#039;: These Bonereapers are burning with an internal fire to the point where some of them literally explode when killed. Some of them are only just starting to realise that they don&#039;t really have a purpose other than to fight and explode (likely while crying &amp;quot;Nagash Akbar!&amp;quot;), and aren&#039;t too happy about that.  In fact, their leaders [[Noblebright|have made pacts of friendship to repair each other if any of them are destroyed and the chief Liege-Kavalos scours the libraries of everyone they encounter in the hopes of finding a way to undo their fiery curse]].&lt;br /&gt;
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==Significant Skeletons==&lt;br /&gt;
* &#039;&#039;&#039;[[Katakros|Orpheon Katakros]], [[Mortarch]] of the Necropolis&#039;&#039;&#039;: In life he was the greatest strategic genius in all the Mortal Realms, and undeath has done nothing to dull his mastery of military tactics.  He&#039;s been given a new body of enscrolled bone by Nagash himself which looks like a [[Jojo&#039;s Bizarre Adventure|JoJo stand]] rather than a skeleton.  He goes into battle surrounded by various attendants; the Liege-Immortis, the Aviarch Spymaster, the Gnosis Scrollbearer, and the Prime Necrophoros.&lt;br /&gt;
*&#039;&#039;&#039;Arch-Kavalos Zandtos&#039;&#039;&#039;: Both in life and in death, Patru Zandtos has been Katakros’ most trusted lieutenant.  In life he was a refined, death-obsessed assassin who treated killing as a sacred art and hated the loud butchery of battle.  In undeath, through the manipulations of Nagash and Katakros, he’s now a death-purist who wishes to “cleanse” Shyish of anything still living.&lt;br /&gt;
*&#039;&#039;&#039;Vokmortian, Master of the Bone-tithe&#039;&#039;&#039;: The grim tallyman in charge of recording/judging the Tithe. He carries the severed heads of those foolish enough to refuse to pay the Tithe and has a coffin on his back, making him look like a giant beetle. Though officially he’s under Katakros in the OBR hierarchy, he’ll only receive/carry out orders from Big Bone Daddy himself.&lt;br /&gt;
*&#039;&#039;&#039;[[Arkhan the Black]]&#039;&#039;&#039;: Yeah, he&#039;s part of the army despite technically being just an &amp;quot;average&amp;quot; liche as opposed to a bone golem thing. Likely because apart from Nagash, he&#039;s the most privy to understanding how they are made without being one.&lt;br /&gt;
&lt;br /&gt;
==Spooky Melodies for your Bony Boys==&lt;br /&gt;
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*[https://www.youtube.com/watch?v=_DsZivjop_s Spooky Scary Skeletons! a remix for a revamp]&lt;br /&gt;
*[https://www.youtube.com/watch?v=eKHAX1K4sKQ The Dead March returns for AoS!]&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* The architecture of the Ossiarch Bonereapers was likely inspired by the [https://en.wikipedia.org/wiki/Sedlec_Ossuary Sedlec Ossuary] in the Czech Republic.  The Sedlec Ossuary is a Roman Catholic church where the bones of thousands of people have been artistically arranged to form the decorations and the furnishings of the chapel (it&#039;s also called &amp;quot;the Bone Church&amp;quot;).  This was done several centuries ago for creative interment reasons with many dead and not enough space to bury them on holy ground.&lt;br /&gt;
* On a comical note, &amp;quot;Kavalos&amp;quot;, the name for Bonereaper cavalry, translates to &amp;quot;crotch&amp;quot; in Greek (the Greek word is &amp;quot;kaválos&amp;quot;).&lt;br /&gt;
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==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Bonereaper vs Kharadron.jpg|Sky Pirates vs Bone Golems.&lt;br /&gt;
File:Cavalry-bonereapers.jpg|As if Blood Knights weren&#039;t bad enough, Bone Daddy brings out Kavalos Deathriders too.&lt;br /&gt;
File:Gothizzar Harvester.jpg|&amp;quot;Oh those bones, oh those bones, oh those skeleton bones.  Oh mercy how they scare!  With the toe bone connected to the foot bone...&amp;quot;&lt;br /&gt;
File:Bonereaper city.jpg|right|300px|thumb|Welcome to Necrotopia.  Please remember to remove all skin and flesh before you reach customs.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
*[[Nagash]], their jerk of a god whom they give their undisputed loyalty to (yes, really!)&lt;br /&gt;
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{{Template:Playable Factions in Warhammer: Age of Sigmar}}&lt;br /&gt;
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[[Category:Age of Sigmar]]&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:90DE:BC6F:35FE:2925</name></author>
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