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==Allegiance Abilities== ===<span style="color:#00DDF3;">Battle Traits</span>=== If your army has a '''SERAPHON''' allegiance and chose to take the '''SERAPHON''' allegiance abilities, it has the following rule: '''Masters of Order:''' '''SLANN WIZARDS''' in a '''SERAPHON''' army can attempt to unbind enemy spells and dispel endless spells that are cast ''anywhere'' on the battlefield, rather than being limited by the usual 30" range. '''Contemplations of the Ancient One:''' To go with the new spell lore from GHB 2019, at the end of your hero phase, 1 friendly '''SLANN WIZARD''' can swap their Seraphon Lore spell with another. Gives you a nice extra level of adaptability to battlefield conditions. '''Lords of Space and Time:''' Once per turn, in your hero phase, you can pick one of your '''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" from any enemy unit (This counts as the unit's movement for the next movement phase). GHB 2019 removed the dice roll, so no more chance for a fun teleport and move. But then again, your lizards won't occasionally spend a turn staring at the stars either. 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. '''Celestial Conjuration''' New summoning method brought in from GHB 2018. There are three ways to generate Celestial Conjuration points: #If your general has the '''SLANN''' keyword (so this can be Kroak if you want), then he can choose to forego one or more of his spellcasting attempts to give you d3 Celestial Conjuration points each time. Note that only the General can do this. #At the end of your hero phase, if your general is a '''SLANN''' and is still alive, you receive 1 more Celestial Conjuration point. #Also at the end 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'll still only get d3 points a turn. 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" of a friendly '''SLANN''' or friendly Astrolith Bearer, and more than 9" from all enemy models. Note that you can summon several units per turn if you'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. Finally, note that you can increase the number of spell cast attempts your Slann gets with the Balewind Vortex or the Chronomantic Cogs (or both), thereby increasing the number of conjuration points you can generate <i>instead of</i> casting spells. '''Summoning table''' Additional reference to [http://www.lustria-online.com/threads/the-art-of-summoning.22178/ Lustria Online The Art of Summoning] for commentary on units: * Excellent (exceptionally useful, you should always have it at hand) * Good (almost always useful, sometime can be a suboptimal choice) * Suboptimal (can be useful, but it's situational; usually there are better choices) * Poor (bad unit to summon, useful only under exceptional circumstances) Seraphon unit --- Cost 1 Dread Saurian - 40 (''suboptimal'') 1 Bastiladon --- 24 (''excellent'') 1 Saurus Old-Blood on Carnosaur --- 24 (''excellent'') 1 Saurus Scar-Veteran on Carnosaur --- 24 (''good'') 1 Stegadon --- 24 (''excellent'') 1 Engine of the Gods --- 18 (''good'') 3 Kroxigor --- 18 (''suboptimal'') 1 Saurus Astrolith Banner --- 18 (''suboptimal'') 20 Saurus Warriors --- 18 (''suboptimal'') 1 Skink Starseer --- 18 (''suboptimal'') 1 Troglodon --- 18 (''excellent'') 5 Chameleon Skinks --- 12 (''suboptimal'') 3 Ripperdactyls --- 12 (''excellent/suboptimal'') dependent if you have a Bloat Toad on the field before summoning. 1 Saurus Eternity Warden --- 12 (''good'') 5 Saurus Guard --- 12 (''suboptimal'') 5 Saurus Knights --- 12 (''suboptimal'') 1 Saurus Oldblood --- 12 (''suboptimal'') 1 Saurus Scar-Veteran on Cold One --- 12 (''suboptimal'') 1 Saurus Sunblood --- 12 (''suboptimal'') 10 Saurus Warriors --- 12 (''poor'') 1 Skink Priest --- 12 (''suboptimal'') 1 Skink Starpriest --- 12 (''suboptimal'') 3 Terradon Riders --- 12 (''good'') 3 Skink Handlers --- 6 (''poor'') 10 Skinks --- 6 (''good'') 1 Razordon --- 6 (''excellent'') 1 Salamander --- 6 (''suboptimal'') ===<span style="color:#00DDF3;">Command Traits</span>=== There are nine traits for a '''SERAPHON''' General of an army with a '''SERAPHON''' allegiance that has chosen to take the '''SERAPHON''' allegiance abilities. You can choose one of three depending on which keyword your general has: '''SLANN''', '''SAURUS''' or '''SKINK'''. (If you roll for picking one; use a 1D3 instead of the regular 1D6). ====<span style="color:#00DDF3;">Slann Command Trait</span>==== All of them are pretty interesting and, while not exactly situational, all of them work better under certain circumstances. because of Celestial Conjuration, these are the first Command Trait you will consider. #'''Arcane Might''': Re-roll one casting and unbinding or dispelling roll each hero phase. A modest trait, and the most "generic" of the three. #'''Vast Intellect''': The general can use the ''Curse of Fates'' and ''Summon Starlight'' spells from the Skink Starseer and Skink Starpriest warscrolls. This is quite great, honestly, given how unreliable the regular ''Light of the Heavens'' is. Casting both of them will let you summon a Mystic Shield or Arcane Bolt and all four of them are arguably way, way better than LotH. Yet, you might want to save some Celestial Points, so pick if you want to. #'''Great Rememberer''': as long as the general is still alive, you can use the Lords of Space and Time battle trait twice in each of your hero phases rather than only once. Teleport, as previously mentioned, is awesome. Doing it twice is just twice as awesome. In doubt, pick this one. There is no way this will disappoint you. ====<span style="color:#00DDF3;">Saurus Command Trait</span>==== Sadly, Saurus generals didn't get that much love from GW this time around. They were slightly improved by the 2018 GHB though. #'''Disciplined Fury''': Re-roll hit rolls of 1 for attacks made with the general's melee weapons. #'''Thickly Scaled Hide''': Re-roll saves of 1 for the general. #'''Mighty War Leader''': If your general is on the battlefield at the start of your hero phase, roll a d6. On a roll of 5+ you receive an extra command point. Quite possibly the one you'll want if you play a Saurus General, which will happen very rarely. ====<span style="color:#00DDF3;">Skink Command Trait</span>==== Fortunately, Skinks got more useful Command Traits than their beefier brothers. It's as if GW wants us to buy more Skinks than Saurus... #'''Master of Star Rituals''': If the general is a Skink Priest, they can use Celestial Rites twice. If not, they learn said ability. This is a good ability for a Cloaked Priest, but it has to be properly re-worded for a Priest with Priestling Trappings. While this means a second chance to make a Ritual in case the first one was screwed, does that mean that the Ritual can stack? <s>Probably not, but still...</s> (No. Dice can never be rerolled more than once. It's in da roolz) Remember, your general has to be a '''SKINK''', <s>so this works with Trogs, Stegies and Basties.</s> your general has to be a HERO too which these monsters are not, although the Engine of the gods is. Have fun. #'''Nimble''': Add +1 to the general's Move characteristic. Add +1 to its save if they are not on a mount. This way you wont be [[that guy]] who has a 2+ saving Bastiladon. As long as GW don't FAQ the Starseer' Palanquin as a mount, this is a useful trait for survival but not as good for buffing your army. #'''Cunning''': If the general is at 3" of an enemy '''HERO''', on a 4 said enemy hero suffers 1 mortal wound. Unless mounted, you don't want Skinks in melee. Even mounted, it is still meh, unless its you Engine of the Gods. ===<span style="color:#00DDF3;">Artifacts of Power</span>=== One HERO in your army (+1 per additional warscroll battalion) may take a relic from the following tables: *'''Zoetic Dial''' Roll a d6 at the start of the battle. On the turn that corresponds to the number you rolled, you can reroll your failed saves. If you roll a 6 you can choose which turn to use it. Not bad, but you have better options. *'''Incandescent Rectrices''' Roll a dice the first time this model is slain. On a roll of 1 or 2, it is slain as normal. On a 3 or more it heals d6 wounds. <strike>If the model is not slain then you can move it up to 12", so long as it's more than 3" away from an enemy unit. Yep. 3 FUCKING INCHES! As you can imagine, this is especially hilarious in the combat phase.</strike> No more movement since GHB 2018, just healing. <strike> Stack Lord Kroak's rerolls on it for added fun! </strike> Well no more re-rolls *'''Blade of Realities''' Adds -1 to the rend of a weapon your hero uses. Pretty good if used with a weapon that already has -1 rend and more than 1 point of damage, such as the Oldblood's Sunstone Spear or the Eternity Warden's mace. Otherwise, it's not worth it. If you want more rend you can do better with the Dimensional Blade or the Rune Blade from Malign Sorcery, either of which set your hero's weapon rend to -3. *'''Light of Dracothion''' Once per battle, the bearer can automatically unbind a spell used by an enemy spellcaster within 15". Take this only if you expect a wizard heavy opposition. Otherwise, skip it. It's not like you're short on spellcasters anyway. *'''Coronal Shield''' At the start of the combat phase, roll a d6 for every enemy unit within 3". On a 4 or higher, that unit gets a -1 to hit for the rest of the combat phase. If you're using a Carnosaur Hero as your general and you're facing hordes of low accuracy enemies, this is probably a better choice than the Retrices. Also note that it can be used in either combat phase. *'''Prism of Amyntok''' Once per battle, at the start of your movement phase, you can target an enemy unit within 12". On a roll of 1 it is struck with 1 mortal wound. A roll of 3-5 inflicts d3 mortal wounds and on a roll of 6 strikes d6 mortal wounds. Great if used in conjunction with <strike>Smite</strike> Arcane Bolt to kill Heroes. One use only though... ===<span style="color:#00DDF3;">Seraphon Spell Lore</span>=== #'''Celestial Apotheosis:''' CV5, 1 visible friendly unit wholly within 18", heals 1 wound and gets a 3" aura of -1 Bravery. #'''Claws of Glory:''' CV6, 1 visible friendly unit wholly within 18", re-roll hit rolls of 1 until your next hero phase. #'''Walk Between Realms:''' CV6, 1 visible friendly unit wholly within 18", that unit fly until your next hero phase. #'''Meteoric Convocation:''' CV7, pick 1 visible enemy unit within 24". Roll 8 dice, for each 5+ they take 1 mortal wound. #'''Mystical Unforging:''' CV8, pick 1 visible enemy <b>Hero</b> with an artefact of power within 12". They take D3 mortal wounds and on a 5+ their artefact no longer has any effect. #*this can break a hero Strategy. #'''Stellar Tempest:''' CV8, pick 1 visible enemy unit within 24". Roll a dice for every model in the unit, for each 5+ they take 1 mortal wound.
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