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===Behemoth=== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Stegadon-en.pdf Stegadon]:''' (Conditional Battleline: Thunder Lizards army; Skink; Behemoth; 300pts; 28 Summon points) A monster triceratops that buffs skinks and aren'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"/3A/3+/3+/-1/3) or Sunfire Throwers. Remember those giant blowpipes? Yeah well, we replaced the darts with FIYAAAA! Basically they'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's a lot of attacks. Also, these guys roll 1 dice per enemy unit within 1" after charging. On a 2+, it takes D3 mortal wounds. This works better than the last iteration. And really, what'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. **Note, however, that you have to be more than 3" from enemy units unless you are in close combat. This reduces the effective range to mere 5". The lores have two spells with similar effects, which makes bow loadout a little more appealing. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Engine-of-the-Gods-en.pdf Engine of the Gods]:''' (Skink; Behemoth; Totem; 300pts; 30 Summon points) No more a hero, no more a priest, no more buffed by Slaans, still able to do stuff. First, he's now able to do the mortal wounds on charging like regular Steggies. Second, his main effect now allows you to either pick one of four skills that activate on a 2D6 roll or accumulate extra dice rolls to increase the chances of activating one of the skills when it's due time: ** '''Healing Light:''' 7+ roll, heals D3 wounds to every friendly unit within 6". ** '''Cerulean Energy Bolts:''' 9+ roll, pick a visible enemy unit within 24" and roll a number of die equal to the resulting roll. They take a mortal wound for each 4+ roll. If misses, you take a mortal wound. ** '''Time Slows Down:''' 11+ roll, all friendly units within 6" attack first during this turn's combat phase. If misses, you take D3 mortal wounds. ** '''Starlight Summons:''' 13+ roll, summon either 10 Saurus Warriors or 20 Skinks. If misses, you take 3 mortal wounds. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Bastiladon-en.pdf Bastiladon]:''' (Skink; Behemoth; 200/265pts; 24 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" range, 3 attacks with -3 rend that do 3 damage? Now they also got 2 extra wounds by default (for a total of 12 wounds). The damage table is gone compared to last edition, which brings some more nerfs and buffs: now it's save is a fixed 2+, while the two weapon options's number of attacks are fixed with the Solar Engine getting 3 shots and the Ark of Sotek getting 20 hits. Engine Bastiladon also costs 65 points more than Ark Bastiladon now.
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