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AoS Fixing Serephon

Someone calling english beautifull, that's a first. Especially modern day english is underwhelming to say the least. Though I guess this is more to blame on mass media and especially the prevelance of American (pop)"culture" than it is on the language itself. The words are still there. There just isn't much of a focus on rethorics & the art of language in most of American (pop) culture. Hell, your president can barely string together a coherent sentence, let alone a rousing speech. That alone probably speaks volumes about the value that's placed on language... Or just look at how popular rap, a style of music literally defined by clever use of language, somehow devolved into this. Pop culture is weird...

Edit: why the hell is my last sentence suddenly green.
hey i sead the language not how it is used you just have to list to this to see why i think so
it is a shame that most don't try to use it properly.
 
Well the video rather proves my point. The entire video is Stephen complaining, beautifully, about how noone plays around with language anymore enjoying it for the beauty of it. Appreciating the joy of making oddly flowing sentences accentuatingw what is being said, or making them rythmicly pleasant. If anyone is doing anything with the english language it's complaining about a semicolon being in the wrong place or some other inane nonsense.

Also, Stephen is awesome, and one of the few exceptions to this :p

Also the warbands from underworld are getting interesting. Which is cool and why is everything green again....
 
Well the video rather proves my point. The entire video is Stephen complaining, beautifully, about how noone plays around with language anymore enjoying it for the beauty of it. Appreciating the joy of making oddly flowing sentences accentuatingw what is being said, or making them rythmicly pleasant. If anyone is doing anything with the english language it's complaining about a semicolon being in the wrong place or some other inane nonsense.

Also, Stephen is awesome, and one of the few exceptions to this :p

Also the warbands from underworld are getting interesting. Which is cool and why is everything green again....
my GM stor maneger thinks the elves will be there own army in the nere future if so i might jump on that
 
We speak American!

In all honesty considering the fact that English is not your first language and the fact that your messages are fairly easy to decipher is pretty impressive
 
We speak American!

In all honesty considering the fact that English is not your first language and the fact that your messages are fairly easy to decipher is pretty impressive
well i've lived hear for more then a decade im practically fluent with the spoken word but i only really wright hear and to people back home so that's where i struggle
 
Alright back on topic, I have gotten around to transcribing more stuff, so far looks good might need to iron out a few things but over all very excellent work
 
There's quite the list of artifacts in the 6th Edition Lizardmen Army book for WFB that would work well as inspiration here, including adaptations of the sacred plaques the Slann could take.

These are most of them as presented in that army book.

Sacred Plaques (Slann only)
Cupped Hands of the Old Ones: grants accompanying units 5+ ward save against ranged attacks.
Divine Plaque of Protection: grants +2 bonus to ward save against ranged attacks
Plaque of Dominion: grants +1 dice for the old magic system (could be reworked into a casting bonus)
Plaque of Tepok: grants additional spell for the slann to use.

Magic Weapons:
Blade of Revered Tzunki: +1 Strength, no armour saves allowed
Scimitar of the Sun Resplendent: +2 attacks
Staff of the Lost Sun: 3 ranged attacks at Strength 5
Piranha Blade: unsaved wounds deal twice as much damage
Blade of Realities: (already in AoS), denied the use of ward saves, dealt twice as much damage to daemons
Dagger of Sotek: (skink only) Killing Blow ability, causes fear in Skaven
Sword of the Hornet: user strikes first
Burning Blade of Chotec: -2 AP, flaming attacks

Magic Armour
Sacred Stegadon Helm
: (skink only) +1 armour save, +1 leadership (bear in mind that this was from well before seraphon were made into daemons with 10 bravery)
Shield of the Mirrored Pool: deflects back magic missile attacks on 4+
Maiming Shield: +1 attack to bites and shields

Enchanted Items
Gleaming Pendant of Chotec
: (one use only) enemy units in base contact strike last in combat phase
Blood Statuette of Spite: (one use only) May freely cast a spell, must immediately make toughness tests until pass or slain.
Cloak of Feathers (already in AoS as one of the skink priest's options, allows user to FLY)
Charm of the Jaguar Warrior: increased movement to 9"
Curse-Charm of Tepok: (one use only) forces opposing spellcaster to re-roll miscast result.
Bane Head: nominates enemy character at start of battle to inflict twice as much damage.
Dragonfly of Quicksilver: +1 on Dice roll to determine who gets to deploy their scouts first.
Venom of the Firefly Frog: poisoned, magical attacks.

Arcane Items:
Rod of the Storm
: magic missile 2d6 Strength 3 hits (4 if target has 4+ armour or better) within 18", unit that suffers wounds from rod must take an immediate bravery check.
Cube of Darkness: (one use only) up-scaled dispel scroll that affects all spells in play, ends magic phase on 4+.
Diadem of Power: Bearer can save up to 2 power dice for use in the following turn.
Now that I have access to my army book again, here's the remainder.

Talismans:
Amulet of Itzl:
(one use only) 2+ ward save vs first wound suffered.
Aura of Quetzl: 4+ Ward save vs Strength 5+ attacks
Glyph Necklace: 5+ Ward Save

Magic Banners:
Totem of Prophecy:
causes fear
Sun Standard of Chotec: Ranged attacks at user suffer -1 to hit.
Huanchi's Blessed Totem: (one use only) move 1d6" during the hero phase.
Jaguar Standard: additional d6" to pursue fleeing enemies

I'll even throw in the Sacred Spawnings, which could lend themselves towards unique takes on certain saurus-centric starhosts:

Blessed Spawning of Tzunki: Aquatic, +1 Initiative
Blessed Spawning of Sotek: (Can be taken by SKINK HERO) +1 attack on the charge
Blessed Spawning of Quetzl: +1 to Armour Save
Blessed Spawning of Tlazcotl: Immune to psychology
Blessed Spawning of Chotec: roll an additional d6 when pursuing fleeing enemies, discarding the lowest result.
Blessed Spawning of Huanchi: May move through jungle, woods, and forest as if open ground, suffering no penalties for movement.
Blessed Spawning of Tepok: +1 dispel dice
Blessed Spawning of Itzl: (character only) must be taken in order to ride a Cold One or Carnosaur
Blessed Mark of the Old Ones: (unique, character only, can be taken by SKINK HERO) may re-roll d3 single d6s per game, cannot be used to generate further re-rolls.
 
Now that I have access to my army book again, here's the remainder.

Talismans:
Amulet of Itzl:
(one use only) 2+ ward save vs first wound suffered.
Aura of Quetzl: 4+ Ward save vs Strength 5+ attacks
Glyph Necklace: 5+ Ward Save

Magic Banners:
Totem of Prophecy:
causes fear
Sun Standard of Chotec: Ranged attacks at user suffer -1 to hit.
Huanchi's Blessed Totem: (one use only) move 1d6" during the hero phase.
Jaguar Standard: additional d6" to pursue fleeing enemies

I'll even throw in the Sacred Spawnings, which could lend themselves towards unique takes on certain saurus-centric starhosts:

Blessed Spawning of Tzunki: Aquatic, +1 Initiative
Blessed Spawning of Sotek: (Can be taken by SKINK HERO) +1 attack on the charge
Blessed Spawning of Quetzl: +1 to Armour Save
Blessed Spawning of Tlazcotl: Immune to psychology
Blessed Spawning of Chotec: roll an additional d6 when pursuing fleeing enemies, discarding the lowest result.
Blessed Spawning of Huanchi: May move through jungle, woods, and forest as if open ground, suffering no penalties for movement.
Blessed Spawning of Tepok: +1 dispel dice
Blessed Spawning of Itzl: (character only) must be taken in order to ride a Cold One or Carnosaur
Blessed Mark of the Old Ones: (unique, character only, can be taken by SKINK HERO) may re-roll d3 single d6s per game, cannot be used to generate further re-rolls.
woo il translate them tonight and come to think of it you reminded me we need terrain pieces and endless spells ill do that tonight too any ideas?
 
Maybe a teleportation nexus where units can gather and it generates cp?
We could also do temples, that would be cool
 
Maybe a teleportation nexus where units can gather and it generates cp?
We could also do temples, that would be cool
temples might be a bit big but i can see geomantic way points like in TW
 
Alright slight update: all of it has been transcribed and is being edited down, mainly fixing grammar and dropping redundancy and working out overlaps. Still need to put in points but overall it’s in good shape
 
Alright slight update: all of it has been transcribed and is being edited down, mainly fixing grammar and dropping redundancy and working out overlaps. Still need to put in points but overall it’s in good shape
woo thank you so much. ill have to put in place gap points costs ill let you know when ive finished that
 
Sounds good, the only things that received slight weals were a few things with saurus, mostly speeding up knights, shifing attacks on warriors, and carnosaurs have a slightly reworked bloodroar
Blood roar:roll a die when an opponent makes a battle shock roll on a 2+a model is removed from that unit. On a 4-3 2 models are removed. On a 6+ 3 models run.

Other than that it’s excellent. The new warscrolls brings us not only useful and deadly skinks but some of the most tough and disciplined battle line in the form of saurus. So huge thumbs up to your work:)
 
Sounds good, the only things that received slight weals were a few things with saurus, mostly speeding up knights, shifing attacks on warriors, and carnosaurs have a slightly reworked bloodroar
Blood roar:roll a die when an opponent makes a battle shock roll on a 2+a model is removed from that unit. On a 4-3 2 models are removed. On a 6+ 3 models run.

Other than that it’s excellent. The new warscrolls brings us not only useful and deadly skinks but some of the most tough and disciplined battle line in the form of saurus. So huge thumbs up to your work:)
how much did you speed knights up by?
i would make the 6+ a d3 but other then that looking good
 
Sounds cool, I change that to d3. As for knights it was a 3 inch movement buff, to bring them in line with other cavalry. Other than that no real changes of note
 
Sounds cool, I change that to d3. As for knights it was a 3 inch movement buff, to bring them in line with other cavalry. Other than that no real changes of note
remember i stated them out as heavy cavalry so compare them with blood crushers not outriders
 
Sounds good. Returning it to 3 wounds and 7 inches.

Other than that the most significant changes have been minor key word fixes to add some flexibility to the army. Other than that the biggest change in ability reach has been 2 inches.
 
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
 
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