Kroxigor 200 for 3 max 12
Move 8"
bravery 10
wounds 4
save 4+
a kroxigor can be armed with either a drake maul or a moon hammer
Drake bight maul 4 2" 4/3/-2/2
moon Hammer 4 2" 3/3/-/2
Vise like jaws 1 1" 3/*/*/*
abilities
Energy Transference: When skinks are nearby, Kroxigor are energised by the nimbus of light that plays around the diminutive creatures. You can re-roll wound rolls of 1 for Kroxigor that are within 3" of any Skinks.
sweeping blows: when a Kroxigor attacks with a moon hammer raise it's attack stat by 1 for every 10 models in the target unit
vise like jaws: this attack does not make a wound role if it hits deal d3 mortals
keywords ORDER, DAEMON, CELESTIAL, SERAPHON, KROXIGOR
skinks 70 for 10 max 250 for 40
move 8"
bravery 10
wounds 1
save 6+
Meteoric javelin -missile 2 10" 5/4/-/1
boltspitter - missile 2 16" 5/5/-/1
Meteoric javelin - melee 1 5/4/-/1
boltspitter - melee 1 5/5/-/1
moonstone club - melee 2 1" 4/4/-/1
alpha The leader of this unit is the Alpha. An Alpha makes 2 attacks rather than 1 in the combat phase
Celestial Cohort: A large group of skinks fighting in unison is a terrifying foe, becoming deadlier as celestial energy coruscates between them. Add 1 to hit rolls for this unit in the shooting phase if it has at least 20 models, or add 2 if it has at least 30 models.
star-buckler 6+ shrug
Wary Fighters: When it is this unit’s turn to pile in and attack, it can withdraw instead. Move each model in the unit up to 8", so that each one ends up at least 3" from the enemy.
keywords ORDER, DAEMON, CELESTIAL, SERAPHON, SKINKS
chameleon skinks 110 for 5
move 8"
bravery 10
wounds 1
save 5+
dart pipe 2 16" 3/3/-/1
envenomed dart 1 1" 5/4/-/1
Chameleon Ambush: Instead of setting up this unit on the battlefield, you can place it to one side and say that it is in hiding. In any of your movement phases, you can reveal a unit that is in hiding by setting it up anywhere on the battlefield.
Disappear from Sight: In your hero phase, this unit can blend with its surroundings and go into hiding. If it does so, remove it from the battlefield. You can reveal it as described above in any subsequent turn.
Perfect Mimicry: If all models in this unit are within or on a terrain feature, their Save characteristic is 3+ rather than 6+. This includes the bonus for being in cover
star-venom on a hit roll of 6 deal a mortal in addition to standerd attack
keywords ORDER, DAEMON, CELESTIAL, SERAPHON, SKINK, CHAMELEON SKINKS
razordons/handlers 50 for 1/1 max 150 for 3/3
move 8"
bravery 10
wounds 3/1
save 4+
Volley of Spikes 2d6 12" 3/4/-/1
Fierce Bite and Spiked Tail 3 1" 4/3/-/1
Goad spears 1 2" 5/5/-/1
abilities
Piercing Barbs: If a Razordon shoots a Volley of Spikes at a target within 6", it has a Rend characteristic of -1 rather than ‘-’.
Instinctive Defence: Once per turn, if an enemy unit ends a charge move within 3" of this unit, roll a dice. If the result is 4 or higher, the Razordons immediately attack the charging unit with their Volleys of Spikes.
Goaded to Anger: You can re-roll all hit rolls of 1 for a Razordon in the shooting phase
aim for the eyes a hit roll of 6+ with goad spears wounds automatically
keywords ORDER, DAEMON, CELESTIAL, SERAPHON, RAZORDONS, SKINKS
Salamanders/handlers 50 for 1/1 max 150 for 3/3
move 8"
brevery 10
wounds 3/1
save 5+
stream of fire 2 14" 3/3/-2/d3+1
corrosive bite 3 1" 3/3/-1/1
Goad spears 1 2" 5/5/-/1
aim for the eyes a hit roll of 6+ with goad spears wounds automatically
IT BURNS! deal a mortal in addition to normal attacks on a 6 to hit
keywords ORDER, DAEMON, CELESTIAL, SERAPHON, SALAMANDERS, SKINKS
Terradons 120 for 3 max 12
move 14"
bravery 10
wounds 3
saves 5+
Sunleech Bolas 1 10" 3/4/-1/1
Terradon's Beak 4 1" 4/4/-/1
unit leader gains +1 attack with bolas
fly
Deadly Cargo: Terradons carry heavy boulders hewn from meteoric rock and carved with sigils of destruction, ready to be dropped at a command from their riders. the unit can drop its boulders onto an enemy unit it moves over during the movement phase. Roll a dice for each Terradon in this unit; for each result of 4 or more, the enemy unit is struck by an exploding boulder and suffers 1 mortal wounds.
Sunleech Bolas: If an attack made with a Sunleech Bolas scores a hit, the projectile bursts and spreads flames among the foe. Roll a dice and make that many wound rolls.
Swooping Dive: during your combat phase you can re-roll failed hit and wound rolls for this unit as the enemy reels from the sudden assault. Until your next hero phase, measure range and visibility for models in this unit as though they were on the ground.
keywords ORDER, DAEMON, CELESTIAL, SERAPHON, SKINK, TERRADON RIDERS
Saurus warriors 120 for 10 max 320 for 30
move 5"
bravery 10
wounds 1
save 4+
club 2 1" 4/3/-1/1
spear 2 2" 4/4/-1/1
Jaws and shield 1 2" 4/4/-/1
alpha The leader of this unit is the Alpha Guardian. An Alpha Guardian makes 3 attacks rather than 2 with its Celestite Polearm.
icon this unit can pile in 4" instead of 3"
shield 6+ shrug
WARDRUM Models in this unit may carry wardrums. A unit that includes any wardrums can march in its movement phase. When it does so, it doubles its Move characteristic but cannot run or charge in the same turn.
keywords ORDER, DAEMON, CELESTIAL, SERAPHON, SAURUS, SAURUS WARRIORS
Saurus knights 100 for 5 max 20
move 7
bravery 10
wounds 3
save 4+
Lance 1 "1 4/3/-1/1
Jaws and shield 2 1" 4/4/-/1
vicious bite 2 1" 3/4/-/1
alpha The leader of this unit is the Alpha Guardian. An Alpha Guardian makes 3 attacks rather than 2 with its Celestite Polearm.
icon this unit can pile in 4" instead of 3"
shield 6+ shrug
WARDRUM Models in this unit may carry wardrums. A unit that includes any wardrums can march in its movement phase. When it does so, it doubles its Move characteristic but cannot run or charge in the same turn.
Blazing Lances: As Saurus Knights charge, their lances burst into flame. If the hit roll for a Celestite Lance is 6 or higher and the model charged in the same turn, the attack inflicts an additional mortal wound.
keywords ORDER, DAEMON, CELESTIAL, SERAPHON, SAURUS, SAURUS KNIGHTS
Saurus gaurd 90 for 5 max 20
move 5"
bravery 10
wounds 2
save 3+
pole-arm 2 1" 3/3/-1/1
Jaws and shield 2 1" 4/4/-/1
alpha The leader of this unit is the Alpha Guardian. An Alpha Guardian makes 3 attacks rather than 2 with its Celestite Polearm.
icon this unit can pile in 4" instead of 3"
shield 6+ shrug
WARDRUM Models in this unit may carry wardrums. A unit that includes any wardrums can march in its movement phase. When it does so, it doubles its Move characteristic but cannot run or charge in the same turn.
sworn guardians: Subtract 1 from hit rolls for attacks made with missile weapons that target this unit. In addition, if another friendly unit wholly within 6" of this unit is targeted by an enemy model’s missile weapon, that friendly unit receives the benefit of cover if the attacking model is closer to this unit than it is to the target unit.
(thanks
ChapterAquila92 for the ability idea)
keywords ORDER, DAEMON, CELESTIAL, SERAPHON, SAURUS, SAURUS GUARD
stegadon 240
move*
bravery 10
wounds 12
save 4+
Javelins 4 10" 4/4/-/1
sky-streak bow long range 3 30" 4/3/-1/2
sky-streak bow short range 5 16" 4/3/-2/2
Sunfire Throwers * 8" 3/3/-/1
Massive Horns 3 2" 3/3/*/2
crushing stomps * 1" 4/3/-1/1
wounds move massive crushing
0-2 8" -3 3d6
3-4 7" -2 3d6
5-6 6" -2 2d6
7-8 5" -1 2d6
9 4" -1 1d6
abilities
Unstoppable Stampede: When a Stegadon attacks with its Crushing Stomps, add 1 to any wound rolls if it charged in the same turn.
steadfast majesty: skinks within 5" are immune to battle shock
Gout of Sunfire: The Sunfire Throwers mounted on some howdahs unleash a great roiling cloud of cosmic flame. When a Stegadon attacks with its Sunfire Throwers, select a target unit and make one attack against it for each of its models within range.
Skink Alpha: If a Stegadon is ridden by a Skink Alpha, then in your hero phase the Alpha can give orders to a Skink unit within 8". If that unit is not within 3" of an enemy unit, you can immediately roll a dice and move each of its models up to that many inches. In addition, until your next hero phase, you can re-roll hit rolls of 1 for that unit.
key words ORDER, DAEMON, CELESTIAL, SERAPHON, SKINK, MONSTER, STEGADON
bastiladon 240
move 5"
bravery 10
wounds 8
save 3+
searing beam 2d6 22" 3/3/-1/2
javelins 4 10" 4/4/-/1
bludgeoning tail 3 2" 3/3/-1/d3
Impervious Defense: When you make save rolls for a Bastiladon, ignore the attacker’s Rend characteristic. In addition, roll a dice whenever it suffers a mortal wound. On a result of 4 or higher, the wound is ignored.
light of the heavens when targeting unit has 6 or more base health deal 3 damage instead of 2
sweeping blows when bludgeoning tail targets 1 wound models add 2 to the attack stat
tide of snakes: the snakes never disipate you must have at least 1 target but for every missed snake add 1 to the tally
6-12 covered in scailed flesh: 8" around the bastiladon counts as cover for seraphon
13-24 Gods venom: jaws and shield attacks gain rend -1
25-36 rolling tide: units engaged in melee with an ark of soteck gets pushed back 4" at the end of there combat phase. if they can not they take d3 mortals as they are crushed under the weight of snakes
36+all of the above
at any time you can spend 10 snake points to deal a d3 mortals to a unit
keywords ORDER, DAEMON, CELESTIAL, SERAPHON, SKINK, MONSTER, BASTILADON
engine of the gods 260
move*
bravery 10
wounds 12
save 4+
javelins 4 10" 4/4/-/1
sharpened horns 4 2" 3/3/-1/2
crushing stomps * 1" 4/3/-1/1
wounds 0-2 3-4 5-6 7-8 9
move 8" 7" 6" 5" 4"
crushing 3d6 3d6 2d6 2d6 1d6
cosmic 3 dice 3 dice 2 dice 2 dice 1 dice
abilities
Unstoppable Stampede: When an Engine of the Gods attacks with its Crushing Stomps, add 1 to any wound rolls if it charged in the same turn.
steadfast majesty skinks within 5" are immune to battle shock
Cosmic Engine: The Engine of the Gods is an ancient device, so powerful that it is capable of disrupting the natural laws of the universe. In your hero phase, roll a number of dice as shown on the Cosmic Engine column of the damage table above and consult the following table. If there is a Slann within 10", it can flex its will to better control the engine; roll one additional dice, then discard one of your choice before adding them together.
1-2 The Engine of the Gods shakes violently as the universe resists its pull. This model suffers D3 mortal wounds.
3-5 The great dial thrums furiously and a brilliant white light shines forth. The Engine of the Gods and any Seraphon units within 3" each heal D3 wounds. replenishes models if they are at full health
6-9 An enemy unit within 25" is hit with a bolt of azure energy that shoots from the engine, suffering D6 mortal wounds.
10-13 reroll wound rolls for all units intierly within 10"
14-17 A Seraphon unit from the list below is called forth from Azyr to join your army. Set up all of its models within 8" of this model, at least 9" away from the enemy. 20 skinks 10 saurus wariors 3 razodons,3 teradons.
18 double movement and attack characteristics of all friendly seraphon units
keywords ORDER, DAEMON, CELESTIAL, SERAPHON, STEGADON, SKINK, MONSTER, HERO, PRIEST, SKINK PRIEST, ENGINE OF THE GODS
battalions
sunclaw starhost: requirements sunblood 2-6 units of saurus warriors 120 points
memory of furry: saurus warriors gain 6s to hit prock an extra attack 6s to wound prock 2 damage
eternal starhost: requirements warden 2-6 units of guard 160 points
memory of defiance: temple guard can pile in apon death
memory of chekax: the wardens shrug increases to 4+ as time bends around him as with Chekax of old
memory of bulwarks: the temple guards shrug increases to 5+
firelance starhost: requirements carnasaur of any verient and 2-6 units of knights 120 points
memory of the rush: 6s to hit become mortal wounds on the charge the units can retreat and charge in the same turn.
Shadowstrike Starhost this one is fine replace skink hero with storm priest
thunder quake starhost: requirements 1 behemoth hero unit any 2-8 of the following stegadon, bastiladon 120 points
memory of the herd: behemoth units in this battalion count as battle line
memory of resilience: units from this battalion can reroll saves when wholly within 6" of the hero or 6" of 2 other units from this battalion. at the start of your hero phase heal 1 wound per model
sotecks star host: requirements 1 trogladon 0-3 of either skink priest or starpriest 2-8 skinks 0-4 chameleon skinks 1-3 kroxigor 140 points
memory of the jungle: a 12" around the trogladon counts as cover for the battalion as phantom trees are called into being
memory of zealots: skinks gain 2" range to there melee weapons as there weapons change to halberds and there crests change to bright red
pack hunter star host requirements 2-8 of either of the following razordon salamanders maby a hero im running out of options lets go with the star seer because of his history with salamanders.
memory of the hunt: units can run or retreat and still shoot and gane -1 to be hit in the shooting phase 100 points