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AoS NEW *rumor*

First impressions look decent, I’m guessing that knights will now have a 4+, but it seems unlikely that they will get a third wound based on that price. However with coalesced buffs they could be pretty awesome.

as for carnosaurs it seems that they will get more rend and a 3+, with Oldblood having something new

The old blood on carno warscroll was posted in the WhatsApp group. 4+ save, same wounds, no additional rend.

Gets the 2 hits on sixes, riders weapon is a flat 3 damage and the jaws are three attacks for 5 damage (that degrades in the same way the attacks did on the current scroll)

Command ability is +1 hit to a saurus unit.

No more blood roar.
 
The old blood on carno warscroll was posted in the WhatsApp group. 4+ save, same wounds, no additional rend.

Gets the 2 hits on sixes, riders weapon is a flat 3 damage and the jaws are three attacks for 5 damage (that degrades in the same way the attacks did on the current scroll)

Command ability is +1 hit to a saurus unit.

No more blood roar.
That’s pretty decent, flat three damage is scary, and with all the coalesced synergies this thing could hit like a truck
 
SKINK STARSEER:

It flies.

Abilities:
Cosmic herald: At the start of your hero phase, make a 1D6 roll. On a 4+ you get a CP.
Staff: At the start of charge phase you can choose a friendly SERAPHON unit completely within 12 inches from this miniature. If you do, you can try to charge with that unit if it is at 18 inches or less of the enemy (instead of 12 inches) and make a 3D6 charge woll instead of the usual 2D6 charge roll.
Control the destiny: Casting value of 7. Choose 1 unit within 18 inches from the caster that is visible to it. If that unit is an enemy unit, until your next hero phase it gets -1 to the save rolls. If it is a friendly SERAPHON unit, it gets +1 to saves.

Welp looks like im getting a starseer :D
 
The old blood on carno warscroll was posted in the WhatsApp group. 4+ save, same wounds, no additional rend.

Gets the 2 hits on sixes, riders weapon is a flat 3 damage and the jaws are three attacks for 5 damage (that degrades in the same way the attacks did on the current scroll)

Command ability is +1 hit to a saurus unit.

No more blood roar.
that ... is disapointing
 
Consider it with coalesced buffs, 4 damage 5 attacks is terrifying, and some shenanigans from a starpriest could make it a monster
but he is just as fragile as he always was and he is slow for a monster and he can't fly. so they (sort of ) fix one of his problems and made one worce as he is no longer rend resistant
 
but he is just as fragile as he always was and he is slow for a monster and he can't fly. so they (sort of ) fix one of his problems and made one worce as he is no longer rend resistant
We still haven’t seen our artifacts, and scaly skin is a pretty good source of protection imo.
 
I have more profiles, i tried to translate later
 

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SLANN STARMASTER:

It flies.

Abilities:
- Divination: Star of hero phase make a 2D6 roll. For every 4+ you receive 1 CP.
- Lords of order: +1 to cast, unbind and disperse. Moreover, no range restrictions for making unbind rolls.
- Arcane Vassal: When this miniature tries to cast a spell, before making the roll, you can choose 1 SKINK PRIEST within 12 inches of this mini or 1 ORACLE in any point of the battlefield. If you do, and the spell is succesfully casted, you meassure from the priest or oracle.

MAGIC:
Can attempt to cast 3 spells and unbid 3 too. Knows Arcane Bolt, Mystic Shield and Summon comet.
- Summon comet: Casting value 7. Success: 1D3 anemy units at any point on the battlefield suffer 1D3 mortal wounds (roll separately). If casting value is 10+ you choose 1D6 instead of 1D3.

COMMAND ABILITIES:
- Gift from the skies: Use it in the hero phase. Choose 1 friendly SERAPHON unit completely within 18 inches of a mini with this command ability. Until your next hero phase, that unit can fly and you can add 1 to save roll against ranged attacks that target that unit. 1 use per hero phase.

Sorry about any misspell!!

Gretings
 
I'm Spanish xD.
Astrolith: +1 cast spell(only cast) at 12" and all seraphon at 12" win Special to Wound and MW at 6

Starseer: 4+ 1 command, At begining charge phase choise a Seraphon unit at 12" and charge with 3d6, Spell: choise a unit at 18" enemy -1 hit, seraphon +1 save

Starpriest: 5+ 1 command, Snake staff choise a unit every 6 to hit make a 1MW, spell: -1 hit to enemy

Terradon chief: -1 to hit to enemys if they dont fly, Command hability: a unit of terradons at 12" make 1d3 MW with the charge at 2+

oldblood on carnosaur: with saurus weapon 6 to hit generate 2 to wound, if kill can run and charge, +1 to hit with jaws if enemy have 7 wound or less, -1 bravery enemys at 3", add 1 to damage with the handled vs chaos daemons and command: combat phase: choise a 1 saurus unit and +1 to hit

Kroak: in hero phase roll 3 dice 4+ command, the number of attack is the same at number of enemy at 3", 4+ ignore wound or MW, +1 to magic, vassall and the same spell that now
 
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