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===<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'')
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