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AoS Fixing Serephon

ok tidying up a bit

Saurus gaurd
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 same
icon see above
shield 6+ shrug
wardrum same

sworn guardians -1 to shooting that

stegadon
wounds 12

engine of the gods
wounds 12

bastiladon
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 charge 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
 
sun blood 120
move 6
bravery 10
wounds 7
save 4+

war-mace 6 1" 3/3/-1/1
Jaws and shield 2 1" 3/3/-/1

abilities
Aeon Shield 5+ shrug
Ferocious Rage unchanged

command
scent of weakness unchanged
 
Astrolith Bearer
move 5"
bravery 10
wounds 7 just like all the other saurus heroes
save 4+
war-pick 3 1" 3/3/-1/1
fearsome jaws 2 1" 4/4/-/1

celestial conduit +1 to unbindes as well as casts
proud defiance unchanged
 
old blood on carnasaur
move*
bravery 10
wounds 12
save 4+

sunbolt gauntlet 4 18" 4/3/-1/1
Sunstone spear 3 2" 3/3/-1/d3
clawed forelimbs * 2" 3/3/-/2
big ole chompers * 2" 3/3/-2/3

Damage table
wounds 0-3 4-5 6-7 8-9 10+
move 12" 12" 10" 8" 6"
claws 5 4 4 3 2
jaws 5 4 4 3 2

abilities
pinned down unchanged
blood frenzy this model can run and charge in the same turn
blood roar role a dice when a oponent makes a battle shock roll on a 2+a model fleese from that unit on a 6+ 2 models run
blazing sunbolts removed and replaced with
hand of the gods 6+ shrug


command unchanged
 
scar veteran on carnosaur
move*
bravery 10
wounds 12
save 6+
celestite war-blade 5 attacks 1" 3/3/-1/1
celestite war-spear 5 attacks 2" 4/3/-1/1
celestite Great-blade 3 attacks 1" 3/3/-1/2
Fearsome jaws and shield 2 attacks 1" 3/3/-/1
clawed forelimbs * 2" 3/3/-/2
big ole chompers * 2" 3/3/-2/3

Damage table
wounds 0-3 4-5 6-7 8-9 10+
move 12" 12" 10" 8" 6"
claws 5 4 4 3 2
jaws 5 4 4 3 2
pinned down unchanged
blood frenzy this model can run and charge in the same turn
blood roar role a dice when a oponent makes a battle shock roll on a 2+a model fleese from that unit on a 6+ 2 models run
aeon shield 5+ shrug

command unchanged
 
your carnosaurs are going to be difficult to balance pointwise, with them losing both claw & jaws attacks there's going to be a massive difference between an healthy and wounded one. I'd make the loss of power less extreme so it's easier to balance both ends of the spectrum.
 
I like the quantity of attacks on both the Jaws and Claw. I also like that you continued to have the jaws attacks dwindle on the monster table. Maybe the claws should get progressively worse to wound instead of losing attacks though.
 
Here is an idea; considering the fact that that we have so many ideas here, how about we create some sort of fan made battletome with modified warscrolls and such? It would be extensive and a long project but it might be fun and would be similar to the 9th edition of old fantasy
 
Here is an idea; considering the fact that that we have so many ideas here, how about we create some sort of fan made battletome with modified warscrolls and such? It would be extensive and a long project but it might be fun and would be similar to the 9th edition of old fantasy
i think thats what we will end up with all that we are short now would be battlons and im getting to that that way if anything awful happens and we get stumpyed or they just never update us we have something to use instead.
 
Sounds like a plan, we would need to make the warscrolls look semi decent but other than that we have a good amount of stuff here
for that you will need an artist im just a math hammer once im done im going to collect all of this into one massive post and we can hammer out the balance and make thing prity. maby we can get the story writers over hear to help wright the fluffy bits.
 
We should have plenty of people to help us work on fluff and stuff. As for artists I have seen a few people make professional looking warscrolls, so we do in probably have the people we need here
 
We
We should have plenty of people to help us work on fluff and stuff. As for artists I have seen a few people make professional looking warscrolls, so we do in probably have the people we need here
Will have to reach out when we are ready I plan to credit every one who has helped send those you know my way and let's do this!
 
Alright; whipped up some quick traits
Dinosaur traits


Carnosaur

Savage bite: add one to damage values of the carnosaurs bite


Rending claws: claws now have rend -2


Blood chilling roar: d6 models flee in battleshock


Stegadon


Sharpened horns: add 1 to damage of horns


Thundering stampede: reroll failed wound rolls on this models crushing stomps if it charged


Hardened frill: reroll failed save rolls in the shooting phase


Troglodon:


Deadly venom: the troglodon’s noxious spittle now has rend -2


Gnashing jaws: the Troglodon’s jaws now deal damage 3


Flashing sail: the troglodons sail catches the light, distracting casters. Enemy casters have -1 on casting attempts
 
Alright; whipped up some quick traits
Dinosaur traits


Carnosaur

Savage bite: add one to damage values of the carnosaurs bite


Rending claws: claws now have rend -2


Blood chilling roar: d6 models flee in battleshock


Stegadon


Sharpened horns: add 1 to damage of horns


Thundering stampede: reroll failed wound rolls on this models crushing stomps if it charged


Hardened frill: reroll failed save rolls in the shooting phase


Troglodon:


Deadly venom: the troglodon’s noxious spittle now has rend -2


Gnashing jaws: the Troglodon’s jaws now deal damage 3


Flashing sail: the troglodons sail catches the light, distracting casters. Enemy casters have -1 on casting attempts
cool ill see if i can splice these together with the ones we already have a few of them are redundant but i realy like flashing sail and hardened frill
 
I like the quantity of attacks on both the Jaws and Claw. I also like that you continued to have the jaws attacks dwindle on the monster table. Maybe the claws should get progressively worse to wound instead of losing attacks though.
ill math it out maby 3 over all attacks with degrading wounds would work better
 
battalions
sunclaw starhost: requirements sunblood 2-6 units of saurus warriors 120
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
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
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

 
thunder quake starhost: this one is very hard at the moment it is very powerful giving a heck of a lot with the only downside being how much it takes to run it i want to make a lot of the battalions easier to run so we can pick a few or expand 1 to be an entire army as such i'm paring down what this one does and what you can put in it. requirements 1 behemoth hero unit any 2-8 of the following stegadon, bastiladon (don't worry razors and salamanders are getting there own battalion)
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
 
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