Seraphon Allegiance
Battle trait: Ancient defenders:
Non-monster Seraphon Units within 8" of any Seraphon heroes (Including the heroes themselves) may add 2 to their bravery and 1 to the result of any save rolls for it. The +1 on save rolls does not work on Seraphon units with a base defense of 3+ or lower (meaning that units such as Chameleon Skinks, who gain an different Save when in terrain, still gain the +1 bonus on save rolls). Ripperdactyl/Terradon riders and Chameleon Skinks don't have to be within 8" of a Seraphon hero to gain this benefit. If the Seraphon unit already has a similar effect (such as Saurus guards), it may ignore a wound or mortal wound on a dice roll of 6. Additionally, the eternity Warden gains both the +2 to bravery and +1 to save rolls, as well as the chance to ignore wounds and mortal wounds on a dice roll of 6.
New command ability: The General of your army may gain access to the "Wrath of the Old ones" command. This gives a +1 on hit rolls to all friendly Seraphon units within 10" of him.
Command Traits:
1) Skaven rug Standard: All Skink units and Salamanders/Razordons within 10" of your general receive a +1 on wound rolls in the shooting phase. Kroxigor units gain +1" reach (up to a total of 3"), and -1 bonus Rend on all attacks. Additionally, the "Jaws like a steel trap" ability always inflicts 1 mortal wound on a wound roll of 6, and effects that increase damage (like the Starpriest's "Serpent Staff") also increase this mortal wound, as well as the abilities original damage (if any).
2) Skaven rug cape: All Saurus units within 10" of your general can make an additional attack with their "Powerfull jaws and Stardrake shield" attacks, and all "Powerfull jaws and Stardrake shield" attacks receive a +1 on wound rolls.
3) Lore of the Old ones: A Slann Starmaster in your army, whom you assigned as your general, may choose to gain the "Lore of the Old ones" trait in exchange for giving up Summoning. Becoming a Slann Mage Priest in the process. You may chooses up to 3 spells that are known by any friendly Order Wizard units except Lord Kroak. Any Engines of the gods under your army change as described below.
4) Blessed Vassal of Sotek: In the hero phase this unit may roll a dice. On a roll of 4 or more all Seraphon units within 8" may reroll run rolls, charge rolls, and save rolls until your next hero phase. Additionally, your General may carry the "Idol of Fates" artifact for free, and in addition to any other Artifacts it can normally carry. Giving him the "Idol of Fates" Artifact does not count towards your maximum number of Artifacts. He may however not give over the boon to another Seraphon unit.
5) Venerable Lord Kroak: If you assign Lord Kroak as your general, you may choose the "Venerable Lord Kroak" Trait in exchange for giving up summoning. Lord Kroak may cast Arcane bolt and Mythic shield as Prayers (they now count as abilities, and can be cast in addition to his main 4 spells. He still has to succeed at Spellcast rolls for them, but they can't be countered). Additionally Lord Kroak has access to the "Fiery Convication" and "Walk between worlds" spells, and he may cast "Celestial Deliverance" up to 3 times as stated in the description, despite rules of 1. Any Engines of the gods change similar to those under the "Lore of the Old ones" Command trait, as described below.
6) Lord of Saurians: Seraphon Monster units also gain the "Ancient Defenders" battle trait, but don't need to be within 8" of a Seraphon hero (The +1 to save rolls still doesn't work on Seraphon monsters whose save roll is 3+ or lower). Seraphon monsters who suffer a wound or mortal wound may roll a dice, and ignore the wound on a roll of 6. Seraphon monsters with a base Save of 3+ may add +1 on those rolls. If the Seraphon's battle trait "Ancient defenders" gives a friendly Seraphon unit the effect to ignore a wound or mortal wound on a dice roll of 6 (Such as Saurus guards and the Eternity Warden), they may add 1 to this dice roll.
Artifacts of the Old ones:
1) Shield of Gor'rok: This Artifact allows the Seraphon hero to ignore enemy Rend characteristics of -1 (if the hero already has a similar effect, it will increase the ignored Rend characteristics by -1). Additionally, the Seraphon hero may roll a dice whenever it suffers a mortal wound, which is then ignored on a roll of 4 or more (stacking with similar effects). If the Seraphon hero has less wounds then 10, it's wounds will increase by 1. This Artifact does not count towards the maximum number of Artifacts that a Hero unit may carry.
2) Battle Harness of Grymloq: This Artifact gives a bonus effect to the heroes mount. On a wound roll of of 6 or more, the mount's bite attack will deal mortal wounds. Effects that increase the base damage of the bite attack will also increase the mortal wounds damage. If the hero has "Powerfull Jaws and Stardrake shield" attacks of his own, or similar attacks, these attacks can also become mortal wounds on a wound roll of 6 or more.
3) Oldblood's Helm of command: This hero may choose to combine Seraphon Battleline units. When 2 or more units of Seraphon battleline units are within 3" of each other and in line of sight of the Hero, the Seraphon hero may role a dice. On a roll of 4 or more the unit may move it's models up to 3" towards each other, and become one unit. Additionally, if the model that is formed gains bonusses based on the amount of models that it has, it will retain those even when losing the needed models until your next hero phase. From there on, the Hero may roll a dice for each combined unit in each of your hero phases, and on a roll of 4 or more it will regain all the original bonusses it had when forming into one unit.
4) Talisman of the Thunderlizard: This item may only be worn by heroes who ride monsters/behemoths, or Seraphon monsters. The hero may heal 1 wound in each of your hero phases. Additionally, the hero may choose to destroy the Talisman and absorb as much of it's power as it can in one turn. When doing so the hero heals for 1+D3 wounds, but in exchange it may not gain it's original healing in the following turns. Additionally, you may give this item to any Seraphon monster, even if they do not have the Hero Keyword, and it will heal D3 wounds at the end of the combat phase if it has at least dealt 1 point of damage to an enemy unit in that same phase. However, the monster may not choose to destroy the Talisman to gain it's instant effects, nor does it gain the automatic healing of a wound in each of your hero phases. If you give this item to the monster of a mounted hero in this way, the hero may carry an additional item.
5) Banner of Sotek: Substract 1 from the hit rolls of any unit within 3" of this model (friend or foe), unless the unit has the Seraphon Keyword. Additionally, the Hero may choose to inspire a single Seraphon battleline unit within 8", giving them the effect instead.
6) Idol of the fates: Once per phase, you may increase or decrease the result of a single dice roll that affects this unit by one. This does not stack with effects that give a similar bonus (As such the Starseers "Curse of Fates" spell is wasted on this unit). Additionally, if this item is used to increase or decrease the result of a Ability roll that affects this unit, you may increase or decrease the result by an additional 1 (up to a total of +2 or -2). If the hero didn't use the item in the hero phase, he may choose to forgo it's bonuses until the start of your next hero phase, and instead grant them to another Seraphon unit within 8".
Spells:
Fiery Convication: Spellcast roll 7 to cast. You may target a enemy unit within 18 inch. That unit suffers D6 mortal wounds. Additionally, at the start of the enemies hero phase you may roll a dice for that unit. On a 4 or more the enemy unit will suffer D3 mortal wounds, and this effect will continue until you roll a 3 or less in the enemies hero phase.
Walk between worlds: Spellcast rolll 8 to cast. You may choose a friendly Seraphon unit within 24". They gain ethereal (Immune to rend, and may try to ignore mortal wounds on a dice roll of 4 or higher) and immediately move up to 10 inches. They may also move over other units, as long as they end up more then 1/2" away from other models.
Engine of the Gods changes
Engines of the Gods under armies with the "Lore of the Old ones" and "Venerable Lord Kroak" command traits gain +5" Range on their abilities. Additionally, rolling a 14-17 with it's Cosmic Engine allows the Engine of the gods to bless an Allied Seraphon unit within 20" (including bonus range) until your next hero phase instead of it's old effect. That unit becomes Ethereal (immune to Rend, may ignore mortal wounds on a dice roll of 4 or more), no longer suffers any negative penalties/effects (like -1 or more to hit etc.) except (mortal) wounds, gains a bonus -1 Rend on all attacks, and the damage of all it's attacks increases by 1 point.
How does this sound? I changed it a bit so that you will need the "Saurian Lord" command trait in order to give the +1 on saves to your monsters.
EDIT: Made some changes to the Idol of the Fates, and the Oldblood's helm of command items.
EDIT: I made some Engine of the gods changes, and added those here.
EDIT: I made some changes to the Lord of Saurians and Skaven rug standard command traits.