DESCRIPTION: A Skink Oracle on ThunderLizard is a single model armed with a Celestial’s Staff and Celest Bolt.
MOUNT: This model’s ThunderLizard attacks with its Crushing Jaws, Titan Stomps and Armoured Tail.
GAIT: This model can gait; When this model makes a normal move, it can pass across models with a wounds characteristic of 9 or less, as well as terrain pieces that are equal to or less than 6", in the same manner as a model that can fly.
CREW: This model has a skink crew that attack with Meteoric Javelins and the following weapon options: Skystreak Bow; or Sunfire Throwers. For rules purposes, the crew are treated in the same manner as a mount.
Howdah: This model include Howdah’s on its back and sides, Big Howdah and Gigantic Howdah. ThunderLizard Howdah’s are very versatile from transporting units to carrying weapons and ancient device; Skystreak Bows, pairs of Sunfire Throwers, Engine of the Gods (Max 2 per model) and Gigantic Astrolith. All distance are measure from the howdah the device/weapon is attach too, everything must have line of sigh from there respective howdah.
Aztec Transport: This model can be garrisoned by friendly
Seraphon models with wound characteristics of 8 or less even though it is not a terrain feature.
Halve this model’s Move characteristic and it cannot GAIT if its surpass its normal capacity in its garrison. Units cannot join or leave this model’s garrison if it has made a move in the same phase (they can join or leave before it does so). Models in the garrison are not counted towards gaining control of an objective.
An attack made by a weapon that is in range of this model can target either this model or a unit in its garrison. If this model is destroyed, before it is removed from play, roll 1 dice for each model in its garrison. On a 1, that model is slain. Set up any surviving models wholly within 3” of this model and more than 3" from any enemy units.
Attacks Characteristic: All attack characteristic will be for one single unit of its kind.
ABILITIES:
Celest's Herald: At the start of your hero phase, roll 2 dice for this model. On a 4+, you receive 1 command point.
Celestial’s Staff: At the end of the enemy charge phase, you can pick 1 friendly SERAPHON unit wholly within 18" of this model. That SERAPHON unit can shoot or attack.
Thunder Conduit: If this model is equip with an
Gigantic Astrolith, Add 1 to casting rolls for friendly Seraphon Wizards while they are within 12" of any models with this ability. In addition, add 6" to the range of any spells cast by friendly Seraphon Wizards while they are within 12" of any models with this ability. (Add 2 to casting rolls for SKINK that are garrison and this model)
Gout of Sunfire: Do not use the attack sequence for an attack made with Sunfire throwers. Instead, roll a number of dice equal to the number of models from the target unit within 8" of the attacking model. For each 5+, the target unit suffers 1 mortal wound.
Armoured Neck: Ignore negative modifiers when making save rolls for attacks that target this unit. In addition, roll a dice each time you allocate a wound or mortal wound to this unit. On a 6, that wound or mortal wound is negated.
Imposing Statue: Subtract 1 from the Bravery characteristic of enemy units if they are within 12" of any friendly units with this ability.
Crushing Fall: If this model is slain the controlling player picks anywhere on the battlefield within 4" of the this model, any units within 4" suffer D6 Mortal Wounds.
Thunderous Gait: Roll 1 dice for each enemy unit that got gait, in addition roll 1 dice for each enemy unit that is within 1" of this model when this model finishes a move. On a 2+, that enemy unit suffers D3 mortal wounds if it is a
Monster or D6 mortal wounds if it is not a
Monster. Subtract 1 from the Bravery characteristic of enemy units that suffer damage from this ability.
Thunder Engines: At the start of your shooting phase, you can make 1 thunder engine roll for 1 model with this ability. Roll 2D6 for each EotG that the TL is equip with. If there is a friendly Slann within 12" of this model, it can flex its will to better control the engines; roll one additional dice, then discard dice down to 3 and consult the following table.
Roll Effect
2-3
The Engine of the Gods shakes violently as the universe resists its pull.
This model suffers D3 mortal wounds.
4-9
The Engine thrums furiously and a brilliant white light shines forth.
Heal D3 wounds allocated to each friendly Seraphon unit wholly within 12" of this device howdah (roll separately for each unit).
10-14
Bolts of azure energy shoot from the Engine and engulf the foe.
You can either pick 1 enemy unit within 24" of this device howdah that is visible to it and its suffer D3 MW, or roll 1 dice for each enemy unit within 12" of this device howdah that is visible to it. On a 4+, that unit suffers D3 mortal wounds.
15-17
A sudden pulse of starlight heralds the manifestation of new SERAPHON unit.
You can set up 1 unit of SERAPHON of 10 CCP or less wholly within 12" of this model and more than 9" from any enemy units, or you can garrison the unit, and add it to your army. If your model is equip with 2 EotG you can combine the affect and put down a 15 CCP unit instead.
18
Time crawls to a halt around the mighty ThunderLizard.
After this turn, you can immediately take another. You can only have this effect happen once a turn, any other subsequent effect count as having rolled 14-17 instead.
Do all affect twice if model is equip with 2 EotG.
MAGIC:
This model is a
Wizard. It can attempt to cast 2 spell in your hero phase and attempt to unbind 2 spell in the enemy hero phase. This model knows the Arcane Bolt, Mystic Shield and Comet’s Call spells.
Comet’s Call:His consciousness soaring up to the heavens, the caster summons a cluster of comets before casting them into the enemy’s ranks.
Comet’s Call has a casting value of 7. If successfully cast, you can pick up to D3 different enemy units anywhere on the battlefield. Each of those units suffers D3 mortal wounds (roll separately for each). If the casting roll was 10+, pick up to D6 different enemy units instead of up to D3.
COMMAND ABILITIES:
Look Out Savagery: At the command of Skink Oracle the ThunderLizard lets out a loud below that drives nearby seraphon into deep focus.
You can use this command ability in the combat phase. If you do so, pick 1 friendly
Seraphon unit wholly within 24" of a friendly model with this command ability. Until the end of that phase, if the unmodified hit roll for attacks made by that friendly
Seraphon unit is 6, that attack scores 2 hits on the target instead of 1. Make a wound and save roll for each hit. A unit cannot benefit from this command ability more than once per phase.
KEYWORDS: ORDER, SERAPHON, SKINK, THUNDERLIZARD, MONSTER, HERO, WIZARD, ORACLE, ENGINE OF THE GODS,
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Alright guys
Let me know what you guys think!! Anything that could be mod etc...
Sudsinabucket I did a few change it should suit you better now she’s let into skinks now and more Seraphon overall!!!
Cheers