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AoS Fixing Serephon

Mostly reworks to prevent natural 1s from being hits. Also reworks were in skinks and allowing them to be a cheap but less sturdy combat line like in old fantasy
thats fair how did you make them less sturdy i thought i had them at a 6+ save? i might have put that down wrong
 
actually it might be better if you just post a change log thats what this page is for to debate and tweek warscrools to get the best out come.
 
If it helps for further clarity, since some strength values were provided among the artifacts I briefly summarized, Strength 5 was the minimum amount required to wound saurus warriors (which had Toughness 4) on a 3+ back in WFB.

The more I think about it, the more I'm convinced that all the to hit and to wound rolls in Age of Sigmar are solely based on how difficult it would be to hit and wound a bog-standard human of average weapon skill (WS3 S3 T3) with that particular attack. Following through with this, it also seems to follow 8th Ed 40k's wounding system.
 
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If it helps for further clarity, since some strength values were provided among the artifacts I briefly summarized, Strength 5 was the minimum amount required to wound saurus warriors (which had Toughness 4) on a 3+ back in WFB.

The more I think about it, the more I'm convinced that all the to hit and to wound rolls in Age of Sigmar are solely based on how difficult it would be to hit and wound a bog-standard human of average weapon skill (WS3 S3 T3) with that particular attack. Following through with this, it also seems to follow 8th Ed 40k's wounding system.
oh so thats what that means that will help with translation I didn't know how strength worked
 
oh so thats what that means that will help with translation I didn't know how strength worked
Hey, no worries. As has been mentioned before, the old Fantasy way of handling wound rolls, which consisted of consulting a 10x10 table of Strength-to-Toughness match-ups, was overly complicated for what it needed to be, and I'm of the opinion that 40k currently has a better means of determining the wound roll.
 
Talismans:
Amulet of Itzl:
(one use only) 2+ shrug for one weapon profile attack
Aura of Quetzl: increase natural shrug by 1
Glyph Necklace: 5+ shrug

Magic Banners:
Totem of Prophecy:
causes fear
Sun Standard of Chotec: Ranged attacks at user suffer -1 to hit. this works
Huanchi's Blessed Totem: move 1d6" during the hero phase.
Jaguar Standard: additional 2" to pile ins

these can be taken insted of artifacts and unless otherwise stated can be given to any hero or monster
Blessed Spawning of Tzunki: this unit attacks first in the combat phase
Blessed Spawning of Sotek: (Can be taken by SKINKS) +1 attack on the charge
Blessed Spawning of Quetzl: +1 to save roles
Blessed Spawning of Tlazcotl: units within 3 are immune to battle shock
Blessed Spawning of Chotec: this unit can make an imediet pile in and attack if a unit in melee with it tries to withdraw
Blessed Spawning of Huanchi: May move through terrain and units as if open ground, suffering no penalties for movement.
Blessed Spawning of Tepok: +1 to dispel rolls
Blessed Mark of the Old Ones: (character only, can be taken by SKINKS) may re-roll d3 single d6s per game, cannot be used to generate further re-rolls.
 
ok endless spells not intierly confident with this one but lets try
sun of itzel: predatory move 3" mortal wounds woounits within 12" 1 mortal a turn 6" d3 a turn and 3" d6 doesn't effect seraphon
scales of the dragon: this is 2 modles when summoned place within 12" of the caster and 8" of each other. draw a line between the 2 models if any unit passes over this line there movement ends and they cannot charge. at the end of the battle round you can take one of the models and place it within 8" of the other
mists of hotek: move 6" spells can not be cast within 6" of this model
 
Pretty cool ideas (provided I have zero experience with endless spells). Hopefully I can play test some stuff today or tomorrow if I have the time
 
What about making the endless spells interact with summoning? Stuff like:

- Geomantic Web: Stationairy endless spell, generates 2 CP + 2 CP per hero within 5" in your hero phase.

Or a combined heal/damage:
- Astral wrath: Summon a star to the battlefield that replenishes Seraphon and burns their enemies, predatory spell. Moves 10". Deals D3 damage to units within 3" heals D3 wounds (and ressurects) for Seraphon units instead.

Also something that could be interesting
- Memories of the lost jungle: summons a forgotten bit of lustria. Stationary spell, similar in size to the prismatic barier, possibly give it a funny shape to allow for more shenanigans. Reduces ALL movement of units crossing it (including charges, stegadon alpha's, whatever nonsense causes a unit to move, this includes units that can fly) by 1" and when a unit crosses roll a dice. On a 1 they make it safely through the jungle. On a 2-3 they are bitten by some of the smaller creatures living in the jungle, suffer 1 mortal wound. On a 4-5 they've stumbled into a larger predator, suffer D3 mortal wounds. On a 6+ they've gotten lost in the jungle, possibly been eaten by whatever lives there, never to return. The unit is slain. Seraphon are immune. Would be an hilarious zone of control spell, quite fluffy as well. And it'd actually be fairly balanced as the opponent always has the choice to go around the jungle the long way. Bonus points if you can give us an excuse to have a mechanic like Slaanesh's mesmerising mirror has as well to try and lure people into the jungle.
 
What about making the endless spells interact with summoning? Stuff like:

- Geomantic Web: Stationairy endless spell, generates 2 CP + 2 CP per hero within 5" in your hero phase.

Or a combined heal/damage:
- Astral wrath: Summon a star to the battlefield that replenishes Seraphon and burns their enemies, predatory spell. Moves 10". Deals D3 damage to units within 3" heals D3 wounds (and ressurects) for Seraphon units instead.

Also something that could be interesting
- Memories of the lost jungle: summons a forgotten bit of lustria. Stationary spell, similar in size to the prismatic barier, possibly give it a funny shape to allow for more shenanigans. Reduces ALL movement of units crossing it (including charges, stegadon alpha's, whatever nonsense causes a unit to move, this includes units that can fly) by 1" and when a unit crosses roll a dice. On a 1 they make it safely through the jungle. On a 2-3 they are bitten by some of the smaller creatures living in the jungle, suffer 1 mortal wound. On a 4-5 they've stumbled into a larger predator, suffer D3 mortal wounds. On a 6+ they've gotten lost in the jungle, possibly been eaten by whatever lives there, never to return. The unit is slain. Seraphon are immune. Would be an hilarious zone of control spell, quite fluffy as well. And it'd actually be fairly balanced as the opponent always has the choice to go around the jungle the long way. Bonus points if you can give us an excuse to have a mechanic like Slaanesh's mesmerising mirror has as well to try and lure people into the jungle.
i like the first one but arnt the other two just sylveneth stuff astral wrath is literaly just the glade wyrm and wile i like the idea of the lost jungle its a buffed up wildwood at the moment so we will have to find something else for it to do
 
i like the first one but arnt the other two just sylveneth stuff astral wrath is literaly just the glade wyrm and wile i like the idea of the lost jungle its a buffed up wildwood at the moment so we will have to find something else for it to do
O yeah, the second one isn't terribly original. I just want some healing & ressurecting which fits well with our summoning theme anyway.

Alternativly I'd love to be able to use summoning to strengthen existing units.
 
O yeah, the second one isn't terribly original. I just want some healing & ressurecting which fits well with our summoning theme anyway.

Alternativly I'd love to be able to use summoning to strengthen existing units.
i thought i added that time for an edit
 
to put it all in one place and make it easier to edit im putting the rules posts in three posts it goes rules heroes and units have fun
alliance abilities thanks to canas and lizardwizard for problem shooting and many ideas
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:
1 friendly SLANN WIZARD can swap their Seraphon Lore spell with another.

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 battle field and set up again anywhere more than 9" from any enemy unit (This counts as the unit's movement for the next movement phase).

Celestial Conjuration
  1. any general can summon units inside of 12" if they have the points needed .
  2. points are generated thru the following methods geomantic lay lines when ever a serephon wizard is within 6" of a objective he generates 1 summon point slann generate 3 Meeting of minds when a wizard is within 8" of another hero they generate 1 summon point for each hero within range slann generate
  3. you can spend the same amount as a min unit to raise a egsisting unit to the next unit cap so a unit of 10 would become a unit of 20 but if the unit has already lost models it only icreses it to the next cap so 3 to 10 not 13.
summoning table
Seraphon unit --- Cost

1 Dread Saurian - 40 points

1 Bastiladon --- 24

1 Saurus Old-Blood on Carnosaur --- 24

1 Saurus Scar-Veteran on Carnosaur --- 24

1 Stegadon --- 18

1 Engine of the Gods --- 18

3 Kroxigor --- 18

1 Saurus Astrolith Banner --- 18

30 Saurus Warriors --- 18

1 Skink Starseer --- 18

1 Troglodon --- 18

30 Skinks --- 18

3 Razordon --- 18

3 Salamander --- 18

5 Chameleon Skinks --- 12

3 Ripperdactyls --- 12

1 Saurus Eternity Warden --- 12

5 Saurus Guard --- 12

5 Saurus Knights --- 12

1 Saurus Oldblood --- 12

1 Saurus Scar-Veteran on Cold One --- 12

1 Saurus Sunblood --- 12

20 Saurus Warriors --- 12

1 Skink Priest --- 12

1 Skink Starpriest --- 12

3 Terradon Riders --- 12

20 Skinks --- 12

2 Razordons --- 12

2 Salamanders --- 12

10 Saurus Warriors --- 6

10 Skinks --- 6

1 Razordon --- 6

1 Salamander --- 6


Made of star stuff

reduse all rend by 1 for units targeting serephon units in this army


mount traits with thanks to lizard for ideas and canas for problem shooting
General traits
Jungle hunter
treat all terrain as if the behemoth had flight
Made of Sunlight heal d3 in your hero phase
Blood on the wind +2 to charge roles

Carnasaur traits
Dread terror
you blood roar comes into effect even if the unit is immune to battle shock tests
Clever girl you only need one hit with your claws to gain +2 to bit hits with bights
Savage furry attacks made by the mount on a hit roll of 6 gain rend -3

Bastiladon traits
tuff beyond reason
your mortal wound protection becomes 3+
Tranquil if the bastiladon doesn't move in the movement phase gain +1 to hit rolls
Sharp hide attacks that hit a bastiladon but fail the wound roll deal mortals to the attacking unit

stegadon Traits
Bred for war
pick a melee weapon add 1 to the damage
Calming presence +2 bravery to all friendly units within 8"
Hardened frill: reroll failed save rolls in the shooting phase

Trogladon traits
Flashing sail
: the troglodons sail catches the light, distracting casters. Enemy casters have -1 on casting attempts
chosen of the stars +1 to casting and unbinding
costic blood every time you take a wound roll a die on a 3+ deal a mortal wound to a unit within 3"

Engeon of the gods traits
Wait wait i got this
add or subtract 1 from cosmic engine rolls
Hardened frill: reroll failed save rolls in the shooting phase
Bred for war pick a melee weapon add 1 to the damage


Command Traits

Slann Command Trait
  1. Arcane Might: Re-roll one casting and unbinding or dispelling roll each hero phase. A modest trait, and the most "generic" of the three.
  2. Vast Intellect: The general can use the from the heavens and Summon Starlight spells from the Skink Starseer and Skink Starpriest warscrolls.
  3. 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.
Saurus Command Trait
  1. Disciplined Fury: Re-roll wound rolls of 1 for attacks made by serephon units within 12"
  2. Thickly Scaled Hide: increase rend resistance by one for him and seraphon units within 3"
  3. Mighty War Leader: If your general is on the battlefield at the start of your hero phase, roll a d6. On a roll of 4+ you receive an extra command point.
Skink Command Trait

  1. Master of Star Rituals: priests can re-roll prayers wizards can use one
  2. Nimble: Add +1 to the general's Move characteristic. Add +1 to its save
  3. finder of ways: no summoning or teleport debuff you only get one but no down side!

Seraphon Spell Lore thanks to canas for ideas
  • Celestial Apotheosis
CV5, 1 visible friendly unit wholly within 18" heals d3 wounds, and can bring back models
  • Claws of Glory
CV6, 1 visible friendly unit wholly within 18" can re-roll wound rolls of 1 until your next hero phase.

  • Walk Between Realms
CV6, 1 visible friendly unit wholly within 18" can 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. if they take 4 or more wounds this way half there movement until your next hero phase

  • Mystical Unforging
CV8, pick 1 visible enemy Hero with an artifact of power within 12". They take D3 mortal wounds and on casting roll of 10 their artefact no longer has any effect.

  • 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.


prayers Every PRIEST with the SEREPHON key word in a SEREPHON army gains an additional prayer which can be used in addition to their other abilities in the hero phase and comes into effect on a 4+ with thanks to lizard wizard and canas for trouble shooting
Marshal Prowes: re-roll charge rolls
Memory of Legion: pick a unit that has a base unit size of 5 or more within 8" add d3 models to that unit.
Comets Tail : target within 18" suffers -1 to save rolls
Dragon Terror: target within 12" must move 5" away from the priest
Flurry of Blows: add 1 to a units weapon profile within 8
Chains of Time: target within 18" halves all charge rolls
 
ok im going to try a second pass with endless spells canas gave me a great idea tto make powerful stationary endless spells but first

Allies

im going to be going thru them one by one and say yes or no based on fluff im going to be a bit lenient with our end we want chaos dead and if they will help with that we shouldn't have a problem with that with a few notable exeptions

SCE yup we already have them and they Allie with every one
FS these dwarves will fight fore any one who will pay them ard gold and the seraphon have deep coffers we have no bad blood with the dwarves no previous wars or grudges i say we should be able to work together
KO same as above they want money we have it and no reason not to
Sylvaneth the sylvaneth have a hate boner with every one they woun't even work with most other ealvs i'm surprised they work with SCE so no no allies hear.
DoK i want to say yes to DoK i want snake ladies to fight next to my dinos but i can't DoK has always been 1 shade short of strait chaos and we have a long history of war with them so no i can't in good mind say yes to them.
IDK they don't work with people and there mode of operation makes it hard for them to be proper allies i can see them fighting on the same battle feild as us it would look really cool but not actually work with us so no
free peoples/ cities i don't see why not no bad history and we both wan't the same thing i think most would be scared of us but we should find some willing to fight there are enough of them
 
ok endless spells phhhhhh

i like canases geomantic locus spell so lets keep that unless there are other objections

- Memories of the lost jungle: summons a forgotten bit of lustria. Stationary spell models inside of the jungle when it's summoned or that enter it after (ark of sotek or the new prist prayer) are removed from play untill the end of the battle round. they then re join there unit where ever it is if they cannot fit do to being engulfed they are lost in the jungle and do not return. if the intire unit is removed it returns at the edge of the jungle.

sun of itzel: Stationary spell model is set up within 12 of the caster units within 12 get the following debuff - 1 to cast spells -1 to saves and 1 mortal at the beginning of each movement phase
 
I think for allies we can essentially ally with anything. As ultimatly we don't care in the slightest about our allies goals provided our team-up results in furthering the great plan. Have all the gold in the world to bribe them with (provided it isn't a holy plaque). And if they can't be outright bribed we might simply just manipulate them to be in the right place at the right time.

Hell, ultimatly even an alliance of convenience with a chaos warlord to achieve a greater goal should be possible. We might hate chaos, but Seraphon are too cold-blooded and logical to let that hatred get in the way of working towards the great plan, especially the slann & more level-headed skinks. If the great plan says this one chaos lord needs to get an artifact so further down the line he'l accidently blow up archaon & himself with it then the Slann would probably be willing to give him that artifact.
 
I think for allies we can essentially ally with anything. As ultimatly we don't care in the slightest about our allies goals provided our team-up results in furthering the great plan. Have all the gold in the world to bribe them with (provided it isn't a holy plaque). And if they can't be outright bribed we might simply just manipulate them to be in the right place at the right time.

Hell, ultimatly even an alliance of convenience with a chaos warlord to achieve a greater goal should be possible. We might hate chaos, but Seraphon are too cold-blooded and logical to let that hatred get in the way of working towards the great plan, especially the slann & more level-headed skinks. If the great plan says this one chaos lord needs to get an artifact so further down the line he'l accidently blow up archaon & himself with it then the Slann would probably be willing to give him that artifact.
well that might change my vews on DoK but with the other two the problem is on there side
 
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