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AoS Seraphon Battletome WIP

Kind of an I wish battalion

Kroq-Gar's Decendants

1 Saurus old blood on carnosaur
3 Saurus scar-vets on carnosaur

Saurus scar-vets on carnosaurs lose their Hero keyword and become battle line Seraphon

While within 20" of the old blood, Carnosaur blood roars now make D6 models flee instead of D3.

Units in this battalion gain +1 to hit rolls, Save rolls, wound rolls, and charge rolls.
 
Kind of an I wish battalion

Kroq-Gar's Decendants

1 Saurus old blood on carnosaur
3 Saurus scar-vets on carnosaur

Saurus scar-vets on carnosaurs lose their Hero keyword and become battle line Seraphon

While within 20" of the old blood, Carnosaur blood roars now make D6 models flee instead of D3.

Units in this battalion gain +1 to hit rolls, Save rolls, wound rolls, and charge rolls.

I'd love to see something like that!
 
I'm new to this so tell me if this is horribly broken or formatted wrong but here's an idea for a unit. Hadrosaur dude wounds 8 move 7 bravery 10.
Attacks melee thumbclaws range 2 to hit 3+ To wound +2 damage 2
Abilities
Choose one at beginning of your turn
Inspiring trumpet all allied units get +1 to hit to rend and damage rolls
Mournful song all enemy units get -1 to bravery defense and charge
Heartening jig all allied units get +1 to health defense
 
I'm new to this so tell me if this is horribly broken or formatted wrong but here's an idea for a unit. Hadrosaur dude wounds 8 move 7 bravery 10.
Attacks melee thumbclaws range 2 to hit 3+ To wound +2 damage 2
Abilities
Choose one at beginning of your turn
Inspiring trumpet all allied units get +1 to hit to rend and damage rolls
Mournful song all enemy units get -1 to bravery defense and charge
Heartening jig all allied units get +1 to health defense
Something like this:
 

Attachments

IMG_0125.PNG Because we need some more skink heroes that aren't wizards, I created this. You can change the name Tara-xotyl to another of your choice, same goes for the gender. I forgot to add that she also has the Skink, Seraphon, and Tara-xotyl keywords.
 
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I am liking this, I imagine mechanical wings, but am good with a ripper wing cloak! They don't have genitals, so I think it doesn't matter what gender you choose for the character.
 
Actually, my lore for Tara-xotyl was that some skinks were spawned with ripperdactyl-like wings, and she (I'm more used to referring to characters with gender-specific words.) was one of those skinks. Also, how did you guess that I used spare ripper parts?
 
Actually, my lore for Tara-xotyl was that some skinks were spawned with ripperdactyl-like wings, and she (I'm more used to referring to characters with gender-specific words.) was one of those skinks. Also, how did you guess that I used spare ripper parts?
Just a lucky guess, I figured with the razor wings it was the rippers instead of the terradons
 
I'd like to see a special rule like what the stormcast have recently got where models are teleported onto the battlefield, as we're celestial demons it would be nice for our troops to be teleported onto the battlefield from the stars.
 
I'd like to see a special rule like what the stormcast have recently got where models are teleported onto the battlefield, as we're celestial demons it would be nice for our troops to be teleported onto the battlefield from the stars.

I was thinking that with the old "Walk between worlds" we could have that as one of the spells that Slann Wizards learn. And as long as the Hunter's constellation is active they only have to pile in and don't have to charge (they land a minimum of 1/2 inch away from enemy models).
 
I was thinking that with the old "Walk between worlds" we could have that as one of the spells that Slann Wizards learn. And as long as the Hunter's constellation is active they only have to pile in and don't have to charge (they land a minimum of 1/2 inch away from enemy models).
Both of these things are in there, in some form of or another, first post I think.
 
Also, this is my current idea. It does not have Arcane items or those extras, as those are added in the command traits, standard items, and Allegiance Traits.

Some features, such as the changes to the Slann and Lord Kroak, and the changes to the Skink handlers (like the extra range they give the Razordon/Salamanders, and the mortal wounds on a hit of 6 or more) could also be overall changes, not just when they have the Seraphon Allegiance. Also, the Skink handler their "Starvenom Starhost" feature which gives mortal wounds on a wound roll of 6 or more, could be a normal part of the Skink handlers. As well as the rerolls for the Bastiladon with the Ark of Sotek that he gives during the Starvenom Starhost. To make up for their large cost, and to let them buff Seraphon monsters as well.

Seraphon Allegiance traits:


Ancient Purpose:

Each type of Seraphon unit gains different bonus traits as described below.

- All Seraphon units gain the “Scaly Skin” racial trait (see below).

- All Saurus units gain the “Predatory fighter” racial trait (see below)

- All Skink units gain the “Lethal attacks” (formerly known as “Poisoned attacks”) racial trait (see below).

(These following 2 traits are more like updates)
- Kroxigor units their “Jaws like a steel trap” trait will deal D6 mortal wounds if you roll higher than your opponent with the dice, instead of the difference between your dice rolls. If you succeed at rolling higher than your opponent, then you may roll another dice to determine the amount of mortal wounds. This amount of mortal wounds can be increased by effects such as the Starpriest’s “Serpent staff”.

- Razordon and Salamander units gain +4” range on their attacks in the shooting phase, as long as their Skink Handlers are still alive. Those without Skink Handlers do not gain these bonuses.


Scaly Skin: if this unit suffers a wound, it may roll a dice. On a roll of 5 or higher the wound is ignored. If the unit has a minimum amount of models (according to the General’s handbook) of less than 10 (such as Saurus Guards and Seraphon heroes), then it may also attempt to ignore mortal wounds in a similar manner by rolling 5 or higher with a dice for each mortal wound it suffers.

Predatory fighter: Whenever this unit rolls a 6 or higher on a hit roll with an attack, he may make an additional attack with that same weapon. Attacks generated in this way may not generate additional attacks. This does not work on the unit it’s mount attacks (such as those attacks performed by a Carnosaur or similar mount). However, it does work on attacks such as “Powerful jaws and Stardrake shield”, as these are the unit’s own attacks, and not that of its mount. This trait stacks with other effects that generate additional attacks (such as the Command of the Scar Veteran on Carnosaur).

Lethal attacks: Units with this trait that roll hit rolls of 6 or higher with their attack automatically wound. There is no need to make a wound roll for the attack. If rolling for wounds would allow for more damage or similar effects then he may also attempt to succeed at gaining that bonus damage. The attack will still automatically wound regardless of the result of that wound roll. Skink Handlers will now instead deal a mortal wound instead of a regular wound on a hit roll of 6 or higher with their weapons
.


Wrath of the Seraphon:

Whenever you completely slay an enemy unit you may add 100 points to your summoning reserve pool. This amount is increased by an additional 100 points for each of the following types that the slain enemy unit had: Monster, Hero, named hero, Chaos and Demon (requires both). If you lose as many units equal to the number of units you started with, you lose the game.


Celestine Ascension:

The Spiritual leaders of the Seraphon gain greater Celestine might while under the Seraphon Allegiance:

-A Skink Starseer may summon Seraphon units just like a Slann Wizard can. In addition it may attempt to cast and unbind 1 additional spell each turn

-Skink Priests with Priestly Trappings gain a +1 on their “Celestial rites” ability roll. Skink Priests with the feathered cloak gain a +2 on that roll and can provide this buff to any target that is within line of sight and even those outside the board. This includes Chameleon Skinks and Ripperdactyl/Terradon riders who are “in the clouds” from the Shadowstrike Starhost.

- Engine of the gods have the range of their abilities increased by 5”, and on a roll of 14-17 they may choose to summon as they normally do or instead may choose two abilities they would have gained when rolling lower. They may also choose to perform the same ability twice.

-The Slann Wizard’s their commands are enhanced. See below:

Gift from the Heavens: The Slann Starmaster’s “gift from the heavens” additionally gives Seraphon units within 10” of the Slann Starmaster a Ward save in the shooting phase as well. This allows those units within 10” of him to ignore wounds and mortal wounds on a dice roll of 5 or higher.

Impeccable Forsight: Lord Kroak’s “Impeccable Foresight” allows him to roll an additional dice, and add +1 on all his dice rolls. Thus meaning that he has 4 chances to gain a reroll until the beginning of his next hero phase, and he can gain those rerolls by rolling 3 or higher on those 4 chances.

Command:

All Seraphon heroes within the Seraphon Allegiance have access to the “Wrath of the Old ones” command: Seraphon units within 10” of your general, and those blessed by your Skink Priests, receive a +1 on hit rolls.


Old ones spell lore:

Each Skink and Slann Wizard knows 1 additional spell from the Old ones Spell Lore. (4 spells)

Vigilance of the Old ones: Spellcast roll 6 to cast. A target friendly Seraphon Unit within 18” heals for D6 wounds. If you roll a 10 or higher you may additionally pick a friendly Seraphon unit within 18” and resurrect 1 model from that unit, or D3 models if that unit is a battleline unit.

Ancient knowledge: You may pick a Spell from an Order or Destruction Wizard (except other Seraphon), and be able to cast it at a +1 Spellcast difficulty. Slann do not suffer this +1 spellcast difficulty as long as the “The Sage’s Staff” Constellation is in effect. Additionally, Skink and Slann Wizards don’t suffer the penalty when they pick a spell from the Battlemage’s Spell list. If the spell only targets or affects certain types of allies, you may add Seraphon among those types. You may only pick this lore spell once for your army, however you may pick which kind of spell you can cast the first time you cast it. Once chosen, you cannot choose a different spell for the remainder of the battle.

Iceshard Blizzard: Spellcast roll 6 to cast. You pick an enemy unit within 25”, you don’t have to have line of sight to it. The enemy unit receives a -1 on all hit rolls. If the enemy unit does not have to roll to hit, it instead must roll a dice and roll 4 or higher in order to make an attack in the shooting phase. When you successfully overcast this spell you can instead target the enemy unit anywhere on the battlefield. Without range required or line of sight needed.

Comet of Casandora: Spellcast roll 7 to cast. You place a marker anywhere on the table. At the start of each subsequent magic phase (both player’s phases, and you can’t roll in the same magic phase you cast it in) you roll a dice. On a 1-3, nothing happens and you place another marker on the pile. On a 4+ the Comet arrives. It strikes with a 2D6” radius, and deals 1D6 mortal wounds +1 per marker on the spell (so a minimum of 1D6+1 mortal wounds). It can’t be dispelled once in play, and each time you roll a 1-3 on the dice in each magic phase you can add another marker on the pile until you roll a 4+ and you will deal the total damage to all those in the area. Overcasting this spell will increase the radius by another D6”.


All Slann Wizards know the following spells:

Spells:
Fiery Convocation: Spellcast roll 7 to cast. You may target an enemy unit within 18 inch. That unit suffers D6 mortal wounds. After the initial damage you may roll a dice. On a 4 or more the enemy unit will suffer an additional D3 mortal wounds. This effect will continue until you roll a 3 or less with one of the new dices.
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 than 1/2" away from other models. This does not count as the unit’s move action. If the “The Hunter’s Steed” constellation is in effect, the unit may choose to pile in and attack instead of charging.

Artifacts:

-Battle harness of Grymloq: This may only be used on mounted Saurus heroes. If the hero unit deals at least 1 point of Damage to an enemy unit with the mount’s bite attack, he will heal for D3 wounds. Additionally, if the bite attack makes a wound roll of 6 or higher the attack will instead deal Mortal Wounds equal to the amount of damage it would have normally dealt. If you have effects that increase the bite’s damage, then you may additionally attempt to deal the bonus damage as normal damage (But this damage cannot become mortal wounds as well).

-Oldblood’s helm of command: Once per battle you may combine 2 or more units of the same type within 3” of each other into one big unit. This may only happen as long as you don’t exceed the maximum amount of models that can fit into that unit, and the units have the same type of items equipped. These units can then move up to 3” towards each other and combine. You do not retain the Alpha’s bonuses if any, but you will not lose bonusses due to loss of models later on in the battle. The new unit still has to meet the requirements for those bonuses when combined. If one of the units that was combined was part of a Starhost, the entire new unit may benefit from the buffs of that Starhost.

-Armor of the three horn: This item can only be equipped to a Stegadon or Engine of the gods unit. The unit does not have to be a hero unit. When you make save rolls for this unit ignore the enemies red characteristic, unless it is -2 or better. Additionally when you charge into an enemy, and you make a wound roll of 6 or more for an attack, the attack will instead inflict a mortal wound for the same amount of damage.

-Shield of Gor’rok: When you make save rolls for the Seraphon hero that carries this item, ignore the enemy’s Rend characteristic unless it is -2 or better. 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.

-Blade of the Serpent’s tongue: You may only give this item to a Skink hero. This item, blessed by Sotek, allows the wearer to summon Sotek’s serpentine tides in battle to attack the enemy. The Skink hero gains 4 attacks in the shooting phase with 8” range and 5+ to hit with 4+ to wound for one point of damage, as it summons forth tides of serpents. Additionally, if the Skink hero rolls 6 or more on hit rolls for any attack, the attack will deal mortal wounds instead of its regular damage. These mortal wounds are equal to the amount of damage it would have otherwise dealt. If you have effects that increase the attack it’s damage, then you may additionally attempt to deal the bonus damage as normal damage (But this damage cannot become mortal wounds as well).

-Idol of Tetto’Eko: Once per phase you can increase or decrease the result of a single dice roll that affects this unit by 1. This effect does not stack with the spell “Curse of Fates”.

Command traits:

-Champion of the Astral Dragon: The points you get when killing an enemy unit, as well as the increase based on certain types, increases by 50 points.

-Predatory Fighter: Saurus units in this army gain an additional attack with their “Powerful jaws and Stardrake/Aeon shield” attacks. While the “The Hunter’s Steed” Constellation is in effect, these Saurus units gain a +1 on hit rolls with their “Powerful jaws and Stardrake/Aeon shield” attacks while charging.

-Chosen of Sotek: This command trait may only be chosen by a Skink General. The general of this army can attempt to summon one unit with 2 models of Jungle Swarms in each of your hero phases without any point cost. The general does not have to be a Wizard, but he has to succeed at a spellcasting roll of 9 or more (This counts as a spell, so it can be countered like any spell can). When summoned by your general, the model cannot move in the following movement phase. If there is an Engine of the gods in your army, which rolls a 14-17 on its “cosmic engine” ability, it can summon the Jungle Swarm unit for your general instead. The Engine of the gods does not have to roll for this summon, the Jungle Swarm unit can move in the following movement phase, and summoning it counts as an ability instead of a spell. You can set up the jungle swarm unit within 15” of your general or Engine of the gods, but it has to be more than 9” away from any enemy model. These Jungle Swarm models are described in the Lizardmen Warscrolls Compendium.

If your General is wielding the “Blade of the Serpent’s Tongue” artifact, then he gains a +1 on this summoning roll. Additionally, he may not summon a Unit of Jungle Swarms in the first round of battle. Instead, he is joined by a two model unit of Jungle swarms in the set up phase. These two models may be no more than 3” removed from your Skink General, and your opponent first has to target and destroy these two models before he/she can target your general. These models function like normal Jungle Swarm models, and once destroyed you cannot attach another (summoned or otherwise) Jungle Swarm unit to your general.

-Dreadful Saurian: Non-Seraphon units within 3” of the general receive a -1 on hit rolls. The general may inspire an friendly Seraphon monster Unit within 20” to receive this effect as well.

-Overcast: If the Seraphon general is a Wizard it may gain access to the “Overcast” command trait. You may attempt to overcast any of your spells in your hero phase. When you do, roll a dice. On a roll of 2 or more the range of your spell will double and you gain a +1 on the casting roll (you still have to roll to succeed at the spell), and a +1 or -1 on one dice roll that is involved with the spell. If you roll a 1 or 2 you will instead be dealt 1 point of damage and you will automatically fail at casting the spell.

-Eternal Plight: Whenever your general is slain, roll a dice in your next hero phase. On a result of 4 or more, it is reborn from the light of Azyr with all its wounds restored! Set up the model anywhere on the battlefield that is more than 9” from the enemy. However the general must reappear within 15” of any Seraphon hero. If none are in your army at the time, then the general can’t be reborn. Buffs on him that would benefit the roll to allow his rebirth (such as the Starseer’s “Curse of fates” or the “Idol of Tetto’Ekko) remain on him even in death.


Starvenom Starhost:

Starvenom Starhost (120 points)

Requirements:
1 Troglodon
2 Skink priests, starpriests, or Starseers in any combination
1-3 units of Kroxigor
3-6 units of Skinks and/or Hunting Pack (each Hunting Pack consists of 1 unit of Skink Handlers and 1 unit of Razordons or Salamanders.It counts as 1 unit)
0-4 Bastiladon, Stegadon, Engine of the gods, or order wizard

Bonuses:
-The Kroxigor ability Energy Transference now additionally gives them +1 on hit rolls and +1'' reach on all attacks.
-Order Wizards in your army now count as being Seraphon units, even if they don't originally have that keyword. Their spells and abilities may also target and affect Seraphon units, in addition to their original type of targets.
-Non-monster Skink units in this battalion that are 8'' near the Kroxigors or monsters from this battalion count as being in Cover.
While within 8'' of a Kroxigor or monster, Skinks (the unit known as Skinks, so not all those with the Skink type) gain bonusses based on their equipment:

Boltspitters: if you roll a hit roll of 6 or more for a Skinks unit with any attack, that attack wounds automatically. There is no need to make a wound roll for that attack. If the Skinks unit already has such an boon (like the Seraphon Allegiance it’s “Lethal attacks"), that attack will instead deal 2 points of damage (3 if the enemy target has both the Chaos and Daemon types) instead of 1.
Moonstone club: You lose “Wary Fighters”, but you gain “Fanatic Fighters”: Celestial Cohort’s bonusses apply in the combat phase as well. Additionally this unit of Skinks may pile in to attack before any other unit after charges have been made (if any) in each combat phase. Regardless of which player goes first
Meteoric Javelin: This unit loses “Wary Fighters” but gains “Steadfast Fighters”: This unit gains a +1 on Hit/Wound/Save rolls in the combat phase.
Star-Buckler: This unit gains a +1 on save rolls in the shooting phase.


Skinks units (the unit with that name, not those units with the Skink type) that are summoned, while the Troglodon from this army is alive, also gain these bonusses. Both the Cover, and the weapon bonusses.

-Monster Skink units and Hunting Packs from this Starhost that are 8” near a Skink handler unit, and which roll wound rolls of 6 or higher, will deal mortal wounds instead and equal to it's regular damage. Additionally Bastiladon carrying an Ark of Sotek can reroll roll results that don’t have a matching number, and gain an second attempt to find a matching number.
-The Troglodon in this army becomes a lvl 2 wizard who can choose two spells from the battlemage spell list in addition to Arcane bolt and Mystic shield. Skink units and Hunter Packs within 10" of the Troglodon receive +6" increased range during the shooting phase.
The Troglodon gains access to the"blessed by Starlight"command: “During the shooting phase, substract 1 from hit rolls against friendly order units within 18" of your general. Skinks units (the battleline unit, not the type) receive this bonus in the
I want to use the mount traits, but I think they need to be more universal, instead of mount specific. I really like the starvenom starhost. I will try to work some of your spells in too. As mine need some work.
 
Is pretty cool stuff in is great that it's kind of becoming a community Labour of Love. And hey maybe once you get this further along you could get some artist to add artwork to the new battletome just like the multiple artist that supplied their work for the tomb Kings unofficial battletome
 
I like Tara-xotyl her Swoop ability. She has low wounds and only a decent save, so you do have to be carefull where to place her.

Glass cannon, @PhoenixTheCat would be good if she had a command ability for a unit of glass cannons, think kamikaze pilots and I think she needs a move of 14"
 
Glass cannon, @PhoenixTheCat would be good if she had a command ability for a unit of glass cannons, think kamikaze pilots and I think she needs a move of 14"
Okay. I'll update the warscroll. My main gaming partner is against a command ability because she thinks it will make Tara-xotyl to OP, but she has a unit of Skyfires that are too overpowered against my small lizard force.
 
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