Part 3
Majunganax needs abilities, and a better name.
New Units and Errata
The Good, The Bad, and The Ugly
Sometimes the Slann remember great heroes of legend, other times, it seems as if they are just making it up as they go along.
The Good: Skink Technology Priest
First summoned by Lord Bow’xa- Legend has it that this skink was a single spawning, destined for greatness, but could not seem to grasp the winds of magic. Fighting off treasure hunters this priest found the corpse of a witch hunter. As soon as it held the “technology,” baroque pistols, it knew it had found its magic. It put on the hat and robes of its deceased “mentor” and began dispersing its magic with expert marksmanship.
See attached PDF
Description
A Technology Priest is a single model. It Carries 2 Baroque Pistols to deal his magic, and Bullwhip and Dagger. A Technology Priest also carries blot toad grenades, a spell of his own design, that in addition to stinking up the place, sends shrapnel and toad parts into his enemies.
Abilities
Quick Draw- The Technology priest cannot unbind spells. Instead of unbinding as normal, when an enemy wizard casts a spell, the technology priest can use quick draw once per turn instead. The player controlling the technology priest and the player controlling the wizard casting the spell roll off. If the Technology priest rolled higher, the spell is interrupted and the wizard suffers 1 mortal wound. If the enemy wizard rolls higher, the spell goes off as normal, and takes no damage from the Quick Draw Ability.
Expert Marksman- When shooting with the Baroque Pistols, re roll to hit and to wound rolls of 1.
Blot Toad Grenade- Any ripperdactyls attacking a unit that has suffered wounds from a blot toad grenade, gain the Toad Rage ability whether the toad is within 2” or not.
Magic
Slann Wizards know the summon Technology Priest spell, in addition to any other they know.
Summon Technology Priest
Summon Technology Priest has a casting value of 6. If successfully cast set up a Technology Priest within 15” of the Caster and more than 9” away from any enemy models. The unit is added to your army but cannot move in the following movement phase.
Keywords: Order, Daemon, Celestial, Seraphon, Skink, Hero, Priest, Skink Technology Priest
The Bad:
Saurus Fireblood
Another the memory of Lord Bow’xa - The Fireblood was said to have befriended many of the lesser races, offering its muscle for their finest brews. Aelven Wines, the Human Rum, and of course its favourite, Duardin Ales (7X of course) seemed to stoke the fire in its blood. It is said that after beating the greatest Duardin Engineers in a card game, it won some custom-built gun gauntlets. Simple quick to fire- guns mounted to its wrists, so that it could also carry a blade and shield. Some Ride a Cold one, if so add Cold One’s Vicious bite attack, and some ride a powerful Majunganax- See Below.
See attached PDF
Description
A Fireblood on Cold One is a single model. Firebloods wears a gauntlet of Duardin Pistols on their arms. It can fight with its Celestite War Blade, while slashing with the serrated edge of its shield and of course biting. The Cold one mount is almost as vicious with its own bite.
Abilities
Random Swig- The Fireblood reaches for one of his many exotic brews and takes a big gulp, or passes it along to a friend. In your Hero Phase, the Fireblood or a friendly Hero can take a swig. Roll a D6, the effects last until your next Hero Phase.
1-2: Human Rum- Receives -1 to Hit for Ranged Weapons, but gains a +1 To Wound and +1 To damage on Melee Weapons. (This Excludes any attacks from mounts.)
3-4: Aelven Wine- This model heals D3 Wounds.
5-6: Duardin 7X- This model can reroll hit rolls of 1, add 1 rend to all melee weapons and the melee weapons deal D3 Mortal Wounds (This Excludes any attacks from mounts.) This model is then removed from the table. In the next hero phase, the opposing player may set this model up anywhere on the board more than 9 “away from enemy models.
Stardrake Shield- When you make save rolls for this model, ignore the enemy’s rend characteristic unless it is -2 or better.
Shake it Off- Roll a dice whenever this model suffers a mortal wound. On a result of 5 or higher, the wound is ignored.
Command Ability
Call to Glory: The Saurus Fireblood raises its Celestite Blade, points to an enemy and belches out a battle cry. Friendly Order units within 8” reroll failed hit and wound rolls of 1 until your next hero phase.
Magic
Slann Wizards know the summon Fireblood spell, in addition to any other they know.
Summon Fireblood
Summon Fireblood has a casting value of 6. If successfully cast set up a Fireblood within 15” of the Caster and more than 9” away from any enemy models. The unit is added to your army but cannot move in the following movement phase.
Keywords: Order, Daemon, Celestial, Seraphon, Saurus, Hero, Saurus Fireblood
The Ugly:
Fireblood on Majunganax
The Majunganax was a fierce predator in the harsh Lustrian jungle. Always hungry, and even willing to cannibalize its own species. Slightly larger than a Carnosaur and untrainable in life, but in extinction anything is possible.
See attached PDF
Description
A Fireblood on Cold One is a single model. Firebloods wears a gauntlet of Duardin Pistols on their arms. It can fight with its Celestite War Blade, while slashing with the serrated edge of its shield and of course biting. The Cold one mount is almost as vicious with its own bite.
Abilities
Random Swig- The Fireblood reaches for one of his many exotic brews and takes a big gulp, or passes it along to a friend. In your Hero Phase, the Fireblood or a friendly Hero can take a swig. Roll a D6, the effects last until your next Hero Phase.
1-2: Human Rum- Receives -1 to Hit for Ranged Weapons, but gains a +1 To Wound and +1 To damage on Melee Weapons. (This Excludes any attacks from mounts.)
3-4: Aelven Wine- This model heals D3 Wounds.
5-6: Duardin 7X- This model can reroll hit rolls of 1, add 1 rend to all melee weapons and the melee weapons deal D3 Mortal Wounds (This Excludes any attacks from mounts.) This model is then removed from the table. In the next hero phase, the opposing player may set this model up anywhere on the board more than 9 “away from enemy models.
Stardrake Shield- When you make save rolls for this model, ignore the enemy’s rend characteristic unless it is -2 or better.
Shake it Off- Roll a dice whenever this model suffers a mortal wound. On a result of 5 or higher, the wound is ignored.
Command Ability
Hungry for Battle: The Saurus Fireblood raises its Celestite Blade, points to an enemy and belches out a battle cry. Friendly Order units within 8” reroll failed hit and wound rolls of 1 until your next hero phase.
Magic
Slann Wizards know the summon Fireblood spell, in addition to any other they know.
Summon Fireblood on Majunganax
Summon Fireblood has a casting value of 6. If successfully cast set up a Fireblood within 15” of the Caster and more than 9” away from any enemy models. The unit is added to your army but cannot move in the following movement phase.
Keywords: Order, Daemon, Celestial, Seraphon, Saurus, Hero, Saurus Fireblood, Majunganax
The Legends:
The Wanderer
The mighty Kroxigor of Legends. Some Say it was a jungle spirit made manifest. Others say it was a portent of battle. This Hulking Beast was a mystery, now it is a harbinger of doom for the agents of Chaos.
See attached PDF
Description
The Wanderer is a single model. It attacks with its devastating comet hammer. Even unarmed The Wanderer
Abilities
The Great Reckoning- Instead of setting up the Wanderer, you can place it to one side. In any of your movement phases you can reveal it by setting it up on any piece of terrain. In your battleshock phase if the Wanderer is in a terrain feature you may remove it from the battlefield. You can reveal it as described above in any subsequent turn.
Scales of Stone- Halve any damage and mortal wounds inflicted on this model.
Sacred Blade of Quetzl - When attacking a Hero or Monster this has 4 attacks. For all others make an attack for each model in the Sacred Blade of Quetzl range.
Command Ability
Herald of Battle: All FriendlySeraphon make an extra attack with their Bite, Jaws, or Beak attack, in addition the bite, jaws, or beak attack gets +1 To Hit.
Magic
Slann Wizards know the summon The Wanderer spell, in addition to any other they know.
Summon Wanderer
Summon Fireblood has a casting value of 8. If successfully cast set up a Wanderer within 15” of the Caster and more than 9” away from any enemy models. The unit is added to your army but cannot move in the following movement phase.
Keywords: Order, Daemon, Celestial, Seraphon, Kroxigor, Hero, Wanderer
Lord Bow’Xa
Lord Bow’Xa has many memories that other slann do not, was he from the southlands? Maybe the Vampire Coast? Maybe he is just making things up, and the other slann are willing to use any of the tools at their disposal to wipe out Chaos.
See attached PDF
Description
Lord Bow’Xa is a single model, an armoured Slann with a fiery temper.
Fly
Lord Bow’Xa can fly.
Abilities
Azure Flames- All Enemy Units within Range suffer 2D6 mortal wounds.
Weather Configuration- If your army includes a Lord Bow’Xa, roll a dice after set-up is complete and consult the table below to see what weather has been conjured up, and how it affects your army. This effect lasts as long as you have Lord Bow’Xa on the battlefield, or until a new weather condition comes into effect.
Roll Weather Condition
1-2 The Thunderstorm of Order: The clouds form the image of a blazing hammer in the sky. Roll a dice for each friendly Order unit attacking in the combat phase. On a 4 or more Add 1 to all wound rolls made for Order units in your army while this constellation is ascendant.
3-4 The Hurricane of Magic: The winds howl and magical energy is strong in the air. All flying models movement including charges and pile ins, must roll as though they are moving through deadly terrain. All Order Wizards in your army add 1 to all casting and unbinding attempts.Slann from your army add 2.
5-6 The Eye of the Storm: If friendly models within 18” of Lord Bow’Xa suffer a wound or mortal wound on a roll of a 5 or more that wound or mortal wound is deflected and ignored. All models outside of the 18” halve the range of their missile weapons.
At the start of your hero phase, Lord Bow’Xa can turn the weather to his advantage instead of casting on of his spells. If Lord Bow’Xa does so, roll a dice on a 2 or more, pick a new Weather Condition. On a 1 there is no effect.
Arcane Vassal- Before Lord Bow’Xa attempts to cast a spell, you can pick a Skink Hero or Troglodon from your army that is within 18”. If the spell is successfully cast, measure the range and visibility from the Vassal rather than from Lord Bow’Xa
Magic
Lord Bow’Xa is a wizard who can attempt to cast 3 spells in each of your own hero phases, and attempt to unbind three spells in each enemy hero phase. Lord Bow’Xa knows the Arcane bolt, Mystic shield, Shooting Starlight, and Star Fire.
Shooting Starlight:
Has a casting value of 6. Choose any 3 Units on the battlefield. Friendly units are healed D3 Wounds. Enemy units suffer D3 mortal wounds.Nurgle units suffer D6 mortal wounds instead.
Star Fire:
Has a casting value of 8. Seraphon units within 18” add +1 to their hit and wound rolls, and re-roll failed save, to hit, and to wound rolls.
Command Ability:
Order Wizards within 10” of Lord Bow’Xa can re-roll 1s when attempting to Cast or Unbind spells.
Keywords: Order, Slann, Celestial, Seraphon, Hero, Wizard, Lord Bow’Xa
Relic Priest
A relic priest is a mummified Slann, whose soul has come back to what remains of its body in order to fight chaos. Much like Lord Kroak, these Slann have found new power after death.
See attached PDF
Description
A Relic Priest is a single model, a mummified Slann whose soul was not finished fighting the forces of Chaos.
Fly
A Relic Priest can fly.
Abilities
Soulbound- In the battleshock phase of each turn, roll a dice and add the numbers of wounds that a relic priest has suffered during the turn. If the result is higher than its Bravery, it is ‘slain.’ Otherwise, any wounds it has suffered are immediately healed. If an ability or rule would cause it to be slain outright, it is not, instead, it suffers D6 Mortal Wounds.
Arcane Vassal- Before a Relic Priest attempts to cast a spell, you can pick a Skink Hero or Troglodon from your army that is within 18”. If the spell is successfully cast, measure the range and visibility from the Vassal rather than from the Relic Priest.
Magic
A Relic Priest is a Wizard. It can attempt to cast 3 spells in each of your own hero phases, and attempt to unbind three spells in each enemy hero phase. A Relic Priest knows the Arcane bolt, Mystic shield, and Shooting Star.
Shooting Star:
Casts on a 7. Choose an enemy unit anywhere on the battlefield, all enemy units within 10” of the target suffer D3 mortal wounds. If you rolled a 10 or more to cast this spell does D6 Mortal Wounds instead.
Keywords: Order, Slann, Celestial, Seraphon, Hero, Wizard, Relic Priest
Starhosts:
Fireshell Starhost:
Organization:
*1 Slann Mage Priest
* Any 3 Seraphon Hero
*3-6 units chosen in any combination from the following list: Chameleon Skinks, Skinks, Saurus Warriors, Saurus Guard, Saurus Knights, Ripperdactyl Riders, Terradon Riders, Skink Handlers and Salamanders or Skink Handlers and Razordons, Kroxigor, Troglodon, Bastiladon, Stegadon
The Dream King- The Slann Mage Priest from this battalion represents Lord Wort. Replace the spell “Light of the Heavens” with “Blazing Starlight.”
Blazing Starlight: Casting value of 6. Any enemy units within 18” suffer D6 mortal wounds. They suffer 2D6 mortal wounds if they are Chaos Daemons.
Stardust: Whenever you roll a 6 or more to wound for a model in this battalion, that wound inflicts double the damage it normally would.
The Snapping Turtle Constellation:Models from this unit gain an additional 5+ save against wounds or mortal wounds.
Starshot Starhost:
*1 Skink Technology Priest
*2 units of Ripperdactyl Riders
*3-6 units chosen in any combination from the following list: Chameleon Skinks, Skinks, ripperdactyl riders, terradon riders, skink handlers and salamanders or skink handlers and razordons
Abilities:
Strike from the skies- Instead of setting up the flying units from this battalion on the battlefield, you can place it to one side and say that it is hidden amid the clouds. In any of your movement phases, the unit can plummet from the skies to assail the foe. When it does so, you can set it up anywhere more than 2” away from any enemy model. In the following combat phase, add 1 to the result of any wound rolls made for models from that unit.
The Wariest of Fighters- If an enemy unit is set up within 10” of any model or from this Starhost, roll 2 dice. Any unit within that many inches of the model or unit is alerted to the enemy unit’s presence, and can attack it with one of its weapons as though it were the shooting phase.
Quick Shots- Models in this Starhost choose one ranged weapon and add 1 to the number of attacks.
Sunhide Starhost:
*1 Wanderer
*2 Heroes chosen in any combination from the following: Skink Priest, Skink Starpriest, or Skink Technology Priest.
*1-3 units of Kroxigor.
*3 units chosen in any combination from the following: Skinks, Chameleon Skinks, Skink Handlers and either razordons or salamanders, Ripperdactyl Riders, Terradon Riders, Bastiladon, Stegadon, Troglodon.
Bestial Surge- Kroxigor from this battalion re-roll failed hit and save rolls. Units with the keyword skink, razordon, or salamander from this battalion re-roll failed wound and save rolls.
Out of the Mists- During setup you may place any of the units from this battalion to the side. During any of your movement phases you may set this unit up anywhere on the battlefield more than 9” away from any enemy model. This counts as the units move this turn.
Scattershock Starhost:
*1 Saurus Fireblood
*2 of any Order Hero units
*3-6 units chosen in any combination from any Order Battleline. This includes units that are only battleline in their own faction’s allegiance.
Know when to Hold them- Units from this battalion do not take battleshock tests.
Know when to Fold them- Units from this battalion can still shoot or charge after retreating.
Bar Room Brawlers- Roll a D6, on a 4 or more, units from this battalion can pile in and attack twice in the combat phase.
Lord Kroak Changes: Celestial Deliverance
Celestial Deliverance has a casting value of 7. If it is successfully cast, roll 3 D6 to determine the spirits’ reach in inches. Each enemy unit within range suffers 2D3 mortal wounds. The vengeful spirits reserve a special hatred for Chaos Daemons, and tear into them with something akin to glee; as such these units suffer 2D6 mortal wounds instead of 2D3. If a 10 or more is rolled to cast the enemy units in range suffer 3D3 mortal wounds, or 3D6 mortal wounds if they are Chaos Daemons.
Ripperdactyl Riders Changes: Voracious Appetite
For each hit with the Vicious Beak attack, you may make a second attack against the same unit, the second attack does 2 damage at -1 rend.
Bloodclaw Starhost- Change Saurus Scar-Veteran to Saurus Astrolith Bearer.
Heavenswatch Starhost- Add Chameleon Skinks to available selections.