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===Other=== *'''Chameleon Skinks:''' (Skinks; 110pts; Min:5; Max:20; 12 Summon points for a unit of 5) They can personally teleport around instead of moving. Also, scenery gives them a 3+ save (doesn't stack with the normal terrain bonus), and attacks in Shooting Phase deal 2 wounds (3 on Chaos Daemons) if you scored a 6 to hit. *'''Terradon Riders:''' (Skinks; 120pts; Min:3; Max:12; 12 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 every scored hit into d6 wounds, they can reroll hit and wound in close combat and the leader can get a sword that rerolls failed hits against flying units. Used as Flying Harassing Shooting and Objective Grabbing with its 14" of movement. *'''Ripperdactyl Riders:''' (Skinks; 140pts; Min:3; Max:12; 12 Summon points for a unit of 3) The other vicious one. They have the same gliding ability as Terradons but lose the rocks and the bolas. In exchange, they can make allot of beak attacks, making 3 attacks if a Blot Toad token has wandered near and each attack becomes d3 hits per hits. Six of these guys make for 18 beak attacks. Nasty. Wizards don't stand a chance. **Does anyone know how the toad works if the unit is summoned since you are supposed to place them in the first hero phase for every unit of these guys you have. If you summon them later do you place it then? --no, summoned units will not have an accompanying Blot Toad.--Yes, BUT ONLY if they are summoned with the EOTG in the first round only... otherwise no. **errata: they automatically re-roll ALL hits and wounds on their turn, with no worries about measuring from base vs model *'''Skink Handlers:''' (Skinks; 40pts; Min:3; Max:12; 6 Summon points for a unit of 3) Weak as heck lil' guys with goads that automatically wound on a to hit roll of 6. However, they synergize well with some of the monsters, which will be discussed below. *'''Salamanders:''' (Artillery; 50/120pts; Min:1; Max:3; 6 Summon points) Fucking hell, these guys are deadly. They only make a single shooting attack now rather than using a template, but that shot hits and wounds on 3+ and does D6 DAMAGE! A unit of these guys can really mess up an enemy monster or character. In addition, any hit unit rolls a die at the end of the shooting phase, on a 4+ they take d3 ADDITIONAL MORTAL WOUNDS. Did I mention it has rending -2? Yeah, -2. Because fuck your enemies. When within 3" of a Skink handler, their fire breath goes from 8" to 12". *'''Razordons:''' (Artillery; 50/120pts; Min: 1; Max:3; 6 Summon points) Another ranged unit, Razordons make 2d6 attacks at 12" which gain rending -1 within 6". In addition, on a roll of 4+ they can OVERWATCH CHARGING UNITS. If a Skink handler is within 3", they reroll 1s to hit, which means they only miss on 2s. Nice. Might make a nice wall to march in front of your other units. ** Alternate Opinion: 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't great in melee per se, but they aren't helpless either. Same goes for their durability. They aren'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 "Razorbomb" tactic, and is an absolute joy to play. Razordons rule. Razordons for president. *'''Kroxigor:''' (150pts; Min: 3; Max:12; 18 Summon points for a unit of 3) Melee beatsticks that have 4 hammer attacks. 1 in 3 can take a moonhammer(4+/3+/-1/2D), instead of gaining attacks equal to all enemies within its 2" range. If their bite successfully wounds an enemy they have a chance to latch on. You roll off with your opponent. If they win, nothing happens but if you win you cause mortal wounds equal to the difference in the roll (meaning your opponent technically wins ties). If any Skink unit is within 3" of the Krox, they can reroll failed to wound results of 1. Wrap them up with a Skink Cohort and let the Kroxigor hammer. *'''Realmshaper Engine:''' 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" of the setpiece, adding +2 if this is all within 18" of the engine and subtracting 2 if the setpiece is beyond 36" of the engine; on a 4+, the unit suffers a mortal wound. Note that this has no compunctions about where this takes place, though ideally this makes it so that the enemy would think twice about trying to snipe from cover while on your side of the board.
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