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===Heros=== *'''Lord Kroak:''' (Slann; Unique; 430pts) Kroak is still strong despite being nerfed due to errata. For starters, the big guy doesn't have an exact number of wounds. During the Battleshock phase, roll a die and add the amount of wounds he suffered in the turn. If it's higher than his Bravery, he is <strike>dead</strike> unconscious for the rest of the game. Otherwise, he heals all wounds. This makes him essentially immune to anyone attempting to chip away at his wounds over several turns. In addition, if anything would flat out kill him, he instead takes d6 mortal wounds. 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" on a 2+. It gets more difficult to cast each time, starting at a casting value of 8, then 9, and finally 10. Comet'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's a kill. The enemy is a Legions of Nagash player with an annoying necromancer who'll summon a bunch of reinforcements? Comet's Call. Does your enemy general have a really devastating Command Ability? Comet'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! If he is your general, he can generate 13 Celestial Conjuration Points per turn instead of casting, allowing you to summon up to two units ''every turn''! And if you're thinking that a dead body would make a poor general, think again. His command ability lets Kroak see the freakin' future, granting you a chance at extra command points. This has you roll three dice, for every roll that is a four or higher you get a command point. It's not as good as it used to be, and will net you an extra command point every other turn on average. ** '''Kroaknado''' 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 '''6 spells per turn with an extra 6" to the range!''' Just going off of his base spells, that gives him 3 Celestial Deliverances, Comet's Call, Arcane Bolt and an Mystic Shield each turn. But if you're playing with the Realm of Battle rules, this combo jumps from "Dick Move" to "I didn't really want friends anyways"; 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's Call+Arcane Bolt= 1d6+9+1d3+1d3 = up to 21 Mortal Wounds! Ribbit Ribbit mothafuckas! (Or give up the spells, and summon an Engine of the Gods ''every turn''!) *'''Slann Starmaster:'''(Slann, 260pts) Oh boy, did the [[Old Ones]] buff these lovable fat frogmen. They went from "hey, they are pretty good, give 'em a chance" to "you are playing this game wrong if you don't have one". Having two 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, gives every fellow Seraphon within 10" the ability to fly and reroll saves in the Shooting Phase, can move constellations allowing either rerolls 1 to hit, add 1 to every spell casting attempt or add 1" to run and charge; you can change the constellation before casting spells in your Hero Phase on a 4+, but a 1 on that roll will negate spells for that turn. His exclusive spell makes every Daemon on the field roll their Battleshock tests on 2d6, keeping the highest if it's a Chaos Daemon or the lowest if it's a Celestial Daemon (read: a Seraphon/Lizardman/whatever); pretty unreliable, since it only affects battleshocks for '''DAEMON'''s; every single one of them has a natural 10 Bravery, so you will start to have bad battleshocks only with a heavily debuffed unit, and worst of all, Chaos Daemon troops regularly have standards to return more models on rolls of 1, which you can't really guarantee even with this spell. <s>He can also summon any non-Slann unit in the Warscrolls,</s> NEW EDITION COMING, SUMMONING SPELLS IS A BIG NO-NO NOW; GHB2018 WILL HAVE NEW SERAPHON SUMMON RULES and can cast through any Skink hero and Troglodons rather than only through Priests. *'''Scar-Veteran''' ''on Cold One:'' (Saurus, 100pts, 12 Summon points): Leader of the Saurus Cavalry. He can get tons of extra attacks with some rolls (3 attacks, after that on a 4+ you can get 3 more attacks, and 3 more after that on a 6+). His CP allows rerolls on 1 to charge and to hit to every Saurus within 8" and giving an extra attack to Cold One Cavaliers. *'''Scar-Veteran''' ''on Carnosaur:'' (Saurus, Behemoth, 240pts, 24 Summon points): Carnosaur is the big show. The Carnosaur allows any Saurus unit within 15" to get extra attacks for each 6 to hit. The Carnosaur itself is filled with interesting abilities: his bite attacks get +2 to hit if he targets a monster he already hit with both his claw attacks in the same turn. In addition, if his bite attack kills an enemy model he can run and charge in the same turn for the remainder of the game and can make D3 models flee from an enemy unit within 8" in the Battleshock Phase <i>regardless of whether the test is passed or not</i> (you just have to roll over their battleshock roll not counting bonuses)This is a decent ability against most, but send this guy against some kind of elite multi-wound units like brutes, ironguts, or storm fiends, and they will dive over the table trying to kill you after all three of their hyper elite carry units run). *'''Saurus Sunblood:''' (120pts, 12 Summon points) Living avatars of <s>Dracothion</s> Sotek, the Sunblood is a dedicated combat hero that hits shit with his shield and hits even harder with his club. He'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 d3 wounds. And then, a 6 to wound deals d3 damage with that single attack. And his shield blocks every Rend up to -2, making him quite the tank. Also, he can make a very fine general too with his awesome Scent of Weakness Command Ability. You can pick one enemy unit within 15" of the Sunblood. He then tells his troops "fuck that unit up," which lets every Saurus unit reroll failed to hit rolls against that unit until your next turn. Great for when you really need to crush a specific enemy unit fast. *'''Saurus Oldblood''' ''on Foot:'' (Saurus, 120pts, 12 Summon points): Has FOUR different weapon options (please refer to his warscroll); he also allows every Saurus within 5" to reroll 1s to wound and his command ability allows every unit within 10" to rearrange themselves. They are Good things to but to throw alongside Scar-Veteran on Cold One with blocks of Saurus. *'''Saurus Oldblood''' ''on Carnosaur:'' (Saurus, Behemoth, 240pts, 24 Summon points): Aside the potent Carnosaur abilities, he loses his Stardrake Shield and regular weapons for a Sunbolt Gauntlet (shoots D6 times at 18", kinda regular profile, with -1 Rend and 1 damage, but get +2 To Wound if he targets CHAOS DAEMONS) and a Sunstone Spear (strong weapon, 3 attacks, 3+ to hit and wound, -1 rend and D3 damage). His Command ability can be quite stupid: pick a weapon from <strike>ANY</strike> all Seraphon Heroes from your army within 20" or less from him <strike>(doesn't clarify if it can be its mount if it has one)</strike> (CAN target mount attacks, it's a command ability not an item of power). Add 2 attacks to said weapon. Considering how almost EVERY melee Seraphon Hero has already TWO OR EVEN MORE ATTACKS and that THE WORST TO HIT OR TO WOUND ATTRIBUTE IS 4+, you can make a Heroic Wrecking Ball with this. Scar-Veterans on any presentation are your best option to abuse this; on Carnosaur they can get 8 attacks with their Warblades or Spear, on Cold One they can get 5 attacks plus 2 possible extra sets for his ability. They all move at 10". Just use your Oldblood on Carno, fill the Behemoths cap with Scar-Vet on Carnos and then fill the Leader cap with Scar-Vets on Cold Ones. Be ready to be [[That guy]]. *'''Saurus Astrolith Bearer:''' (Saurus, Totem, 160pts, 18 Summon points) A Scar-Veteran with a totem. It allows any Seraphon wholly within 12" to reroll failed to hit and also gives +1 to casting spells and +8" to spell ranges which are all extremely desirably abilities (combine this with a unit of Temple Guard that hit on 3+, and laugh as your formerly I1 get revenge on those pesky elves, HOW DOES IT FEEL BEING HIT WITH REROLLABLE 3+ TO HITS, YOU PONCES!?,). As if that wasn'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" behind juicy enemy battleline and other just as planned goodness, and all without risking your invaluable Slann. Have fun. *'''Saurus Eternity Warden:''' (Saurus, 140pts, 12 Summon points) Saurus Guard-type hero, wields a big fuck-you-stick that is pretty good on its own, but ultimately you're taking him to bodyguard your Slann and buff nearby Saurus Guard. All nearby Guard units gain +1 Attack with their polearms. And yes, this stacks with the battalion to give them D3 damage. Ouch. *'''Skink Starseer:''' (Skink; Wizard; 160pts; 18 Summon points) The new generic [[Tetto'eko]] and CP generator. Mostly useful as a utility-mage, usually generating a CP each of your Herosphases. He also has a cheap and dirty spell to grant you the ability to each phase, increase or decrease a single dice roll by one for a single unit. is Capable of making or Breaking an important roll for a hero. *'''Skink Starpriest:''' (Skink; Wizard; priest; 80pts; 12 Summon points) When Age of Sigmar was first released, Tetto'Eko was the only non-Slann wizard Seraphon had, but the Battletome gave them this second guy too. His only weapon's unremarkable, but he has two abilities: His staff, which can give any nearby Seraphon that use their bites and roll a 6 to wound to double the damage, and his special spell, which can either reduce any hit rolls made on a fellow Seraphon unit by 1 or reduce the hit rolls of an enemy unit by 1 (And also dealing d3 damage to Daemons as well because fuck'em). They are cheap extra Wizards that will let you cast/dispel another Endless Spell per turn and extend the Slann's range when casting spells. *'''Skink Priest:''' (Skink; priest; 80pts;12 Summon points) Allows a unit within 8" the ability to reroll charge, run and saves if he rolls a 4+ first. Can either get Priestly Trappings (allowing the aforementioned ability to be used on every unit in the range) or a Cloak of Feathers (+1 save, +6" Move with fly, plus a 3 shot missile weapon with decent rend). Really both can be very effective. *'''Engine of the Gods:''' (Hero; Priest; Behemoth; 240pts; 18 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 how many wounds he still has (3 usually, 2 if he suffered 5+ wounds, 1 if he has only one wound: a Slann within 10" allows you to throw an extra dice and discard one of them) and you can either damage yourself, heal yourself, damage a single unit, damage many units, summon <strike>''any unit from the Seraphon Warscrolls, Slann included'', and even stop time which forces the opponent to skip a turn (though you must scream ZA WARUDO at the top of your lungs if you ever roll this effect. Not an in-game rule, but still.)</strike> It's totally random, but almost all of its effects are deadly as fuck. It's a bunch of skinks on a GIANT DINOSAUR! Why aren't you playing it? EDIT: Rolling an 18 on the table has been updated and no longer grants a second turn, instead it gives all of your units double movement and attacks. Still good, but not quite as cool. ** NEW EDITION UPDATE: New FAQ updated the result when you roll a 14-17. Now you're forced to choose between 10 Saurus Warriors, 20 Skinks, 3 Terradons or 3 Ripperdactyls. (always pick Ripperdactyls if you roll this on turn 1, as they will bring the Bloat toad with them)
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