• The forum software have been upgraded to the latest version.

    If you notice anything that looks off, or does not work, please let us know.

    For more information, click here.

You know you are obsessed with Seraphon when....

You know you're obsessed with Seraphon when you write an entire battle tome, and email it to Jeremy Vetock, Jervis Johnson, and Andy Hoare at GW. (Back in the first Generals Handbook days before Seraphon had a battle tome.)

Now that's dedication, perhaps I should try it with Fyreslayers to make sure they don't get a duff tome this Edition despite the nerfs through Fury of the Deep ;)

Did you just email it to the team@GW email (or whatever it is), or did you somehow manage to get their individual email addresses?
 
Now that's dedication, perhaps I should try it with Fyreslayers to make sure they don't get a duff tome this Edition despite the nerfs through Fury of the Deep ;)

Did you just email it to the team@GW email (or whatever it is), or did you somehow manage to get their individual email addresses?
It was first.last@gwplc.com

And yes, I did get an email back from Jeremy, and about 6 months later we got one, coincidence? Probably but still...
 
Last edited:
It would be incredible to see them, in some shape or form and I wouldn't be the only one interested I'm sure.
Alright, I am not sure if the formatting will work here, and when I wrote this, I think the only battle tomes that were out were Stormcast, Ice Ogres, Orks of some kind, Tzeentch, and maybe another couple I am forgetting. A lot of the abilities used were reskinned from those army books, I did that to keep up with what they had, not necessarily power creep.
Seraphon Allegiance:

Allegiance Abilities:

Battle Traits:

  • Seraphon units gain an extra save at 6+ for every wound or mortal wound inflicted to models in a Seraphon Allegiance. Additionally, Seraphon who are slain in the combat phase roll a dice before it is removed. On a roll of 4 or more, you can inflict 1 mortal wound on the enemy unit that struck the fatal blow after all of its attacks have been made if the attacking unit has the Chaos Keyword, the damage becomes D3.

  • If your units are within 10” of a Slann at the start of your turn, you can teleport them into any other point on terrain feature at least 9” away from enemy models. You can then roll a dice, on a 1 the unit can’t do anything else that turn. On a 2-5 they can’t move any further in that movement phase, and on a 6 they can perform at normal. Any Oldblood or Scar-Veteran, named or otherwise treat 1s as a 2-5
Command Traits:

D6 Command Traits

  1. Flame Star: If your general uses the fiery convocation ability, add 2 to the dice roll.

  2. Plasma Scales: The General's scales let him avoid Mortal Wounds on a 4+, rather than a 6.

  3. Heavens watcher: Your General heals 1 wound at the start of each of your hero phases, or D3 wounds if they are within 3” of a Slann.

  4. Lord of Order: You can re-roll the first failed hit roll made by your general in each phase.

  5. Predatory Fighters: You can add 1 to any charge rolls made for friendly Seraphon units that are within 10” of your general.

  6. Fearsome Leader: Every enemy unit within 3" from the General gets -1 Bravery.
Artefacts of Power

Ancient Weapons

D6 Ancient Weapons

  1. The Piranha Blade: Choose one Hero’s melee weapon to be The Piranha Blade, this weapon gets the bonus of wound roll of 6+ having a -4 rend.

  2. Blade of the Serpents Tongue: Choose one Hero’s melee weapon to be the Blade of the Serpents. If the hit roll for the attack is a 6 or more, this weapon deals mortal wounds instead of wounds.

  3. Order Bringer: Pick one Hero’s melee weapon to be the Order Bringer. Add 1 to the wounds characteristic of this weapon. Add 2 instead if all of the weapon’s attacks are directed against a Chaos unit.

  4. Fury of the Old Ones: Choose one Hero’s melee weapon to be The Fury of the Old Ones. Reroll any wound rolls of 1 for this Weapon .

  5. Sunstone Blade: Choose one Hero’s melee weapon to be a Sunstone Blade. Wound rolls of 6 or more for this weapon cause double damage.

  6. Lightspeed Mace: Choose one Hero’s melee weapon to be a Lightspeed Mace. In each turn you can re-roll hit rolls for this weapon.
Armour of the Old Ones

D6 Armour of the Old Ones

  1. Stardrake Armour- This armour ignores rend.

  2. Sacred Stegadon Helm of Itza: Add 1 to the bearer’s save rolls, and add 1 to any wound rolls if this model charged this turn.

  3. Starshine Cloak: -1 to hit to anyone attacking the bearer.

  4. Starscale Amulet: One use only. The first time you lose your last wound you gain D3 wounds.

  5. Sorrow of the Old Ones: Re-roll failed save rolls including any additional saves granted by spells or abilities for this Hero.

  6. Bastiladon Shell Armour: Subtract 2 from any wound rolls directed at this Hero.


Sacred Totems: Any Astrolith Bearer can be given one of the following treasured standards. These standards confer an additional ability on the Totem- They do not replace any existing abilities.

D3 Sacred Totem

  1. Skavenpelt Banner- This Hero and any friendly Seraphon Units within 12” of them can reroll failed wound rolls of 1. If the target unit is Skaven then reroll all failed wound rolls, and if the Skaven unit takes battleshock, D3 models flee from the unit in addition to any that flee because of the test.

  2. Jaguar Constellation Banner: One use only. All friendly Behemoths, Terradons, Ripperdactyls, and Kroxigor within 12 “can run and charge this turn.

  3. The Great Drake Totem: If the bearer of this item or any Seraphon units within 3” is the target of an enemy’s spell, roll a dice. On a 4 or more, that spell has no effect on this model. (It may still affect other units normally.)


Arcane Treasures:

D6 Arcane Treasures

1. Relic Priest Death Mask: Add 1 to the wizard’s save rolls.

  1. Horn of Kygor: One use only. In the hero phase this model may blow the horn of Kygor. If he does, all friendly behemoths, Terradons, Ripperdactyls, and Kroxigor can run and charge this turn.

  2. Cube of Darkness: If the bearer of this item is the target of an enemy’s spell, roll a dice. On a 4 or more, that spell has no effect on this model. (It may still affect other units normally.)

  3. The Stellar Staff: Add 1 to all Casting rolls, if the spell is from the Old Ones Lore, add 2 instead.

  4. The Day Star: Once per game, the bearer can choose to forego unbinding a spell and deal D3 mortal wounds to the caster after the spell has been cast.

  5. Egg of Quango: In your hero phase, choose an enemy unit and roll 3 dice. And consult the following table
3- The Quango hatches and coughs weakly before dying. This does nothing

4-8 This does D3 mortal wound to the target unit.

9-14 This does D6 mortal wounds to the target unit.

15-18 This does 2D6 mortal wounds to the target unit.


Shooting Stars: Any Slann can be given one of the following shooting stars. These stars confer an additional ability on the HERO – They do not replace existing abilities.

D3 Shooting Star

  1. Speed of Light: Choose the Slann or a friendly unit within 3” and roll a dice. On a 3 or more the ability takes effect – remove the chosen unit from the table and set it up again anywhere on the table up to 18” from its previous position and more than 9” from the enemy. It may not move in the subsequent movement phase

  2. Wandering Deliberations: The Slann Loses Celestial Configuration ability and Light of Heavens spell, but instead may choose 3 spells from the following list:
Chain Lightning: Casting value of 6. If successfully cast pick an enemy unit within 18”. That unit suffers D3 mortal wounds. Then roll a dice for every other enemy unit within 6” of the original target; on a 6 the lightning has leapt to that unit and it also suffers D3 mortal wounds.

Fireball: Casting Value of 5. If successfully cast, pick an enemy unit within 18” and roll a dice. On a 1 or a 2 that unit suffers one mortal wound. On a 3 or 4 it suffers D3 mortal wounds. On a 5 or 6 it suffers D6 mortal wounds.

Soul Steal: Casting Value of 5. If successfully cast, pick an enemy unit within 18”. You and your opponent then both roll a dice and add the caster’s Bravery and the Bravery of the target to your opponent’s. If your score is the highest, the enemy suffers a number of mortal wounds equal to the difference in scores (for example if your score was 10 and your opponents was 8 the unit suffers 2 mortal wounds.)

Light of Battle: Casting Value of 4. If successfully cast, pick a unit within 18”. That unit does not need to take battleshock tests until your next hero phase. The magical aura surrounding the unit also ennoble nearby allies until your next hero phase; other units from your army within 6” of this unit in the battleshock phase add 1 to their bravery.

Final Transmutation: Casting value of 6. If successfully cast, pick an enemy unit within 18”. Your opponent then picks any model in that unit and rolls a dice; if the result is more than that model’s remaining number of wounds, it is transformed into a gleaming golden statue.

Mystifying Miasma: Casting Value of 5. If successfully cast, pick an enemy unit within 18”. Until your next hero phase your opponent must subtract 1 from all hit rolls for that unit.

Wildform: Casting value of 6. If successfully cast, pick a unit within 18”. Until your next hero phase you can add 1 to all wound rolls for that unit in the combat phase.

Lifesurge: Casting value of 5. If successfully cast, pick a unit within 18”. One model from that unit heals D3 wounds. In addition, until your next hero phase the energies of this spell persist; roll a dice each time a model in the unit suffers a wound or mortal wound. On a 6, that wound is instantly healed and ignored.

  1. Higher State of Consciousness: Enemy units that direct missile weapons at this Slann or friendly Seraphon Units within 6” of this Slann must re-roll hit rolls of 6 or more.

High Magic Spell Lore

Every Seraphon Wizard in an army with Seraphon allegiance can choose one of the following spells. Slann Wizards may choose 2 spells.

D6 High Magic Spell

  1. Apotheosis: Casting value 5. Pick a unit within 18”. One model in that unit heals D3 wounds on a casting roll of 9 or more the target instead heals D6 wounds.

  2. Hand of Glory: Casting value 5. Choose a unit within 18”. Add D3 to that to hit rolls, to wound rolls, or save rolls. On a casting roll of 10 or more add D3 to all 3 of those characteristics.

  3. Walk Between Words: Casting value of 9. Choose a unit within 18” including enemy units. Place that unit anywhere on the board. More than 9” away from enemy units. In the case of an enemy unit more than 9” away from your units.

  4. Tempest: Casting value 7. Pick a unit within 10”, This deals D6 mortal wounds, then you may move that model up to 6 inches in any direction.

  5. Arcane Unforging: Casting value 6. Every enemy unit within 3” takes D3 Mortal Wounds, enemy wizards take D6 mortal wounds.

  6. Fiery Convocation: Casting value 7. Every enemy unit within 12” takes D6 mortal wounds. At the end of the hero phase, roll a dice for units wounded by this spell, if the result is 4 or higher that unit suffers an additional D3 wounds.


Seraphon Path to Glory:

Champion table:
Oldblood on Carnosaur 5 units
Scar-Vet on Carnosaur 6 units
Scar-Vet on Cold One 7 units
Oldblood on Foot 8 units

Followers Table
D6 Followers
1-2- skinks
3- warriors
4- guard
5- chameleon skinks
6- kroxigor

Mounted Followers
D6 Followers
1- Knights

2- razordons or salamanders with handlers
3- terradon riders or ripperdactyl riders
4- stegadon
5- troglodon
6- bastiladon

Hero Followers
D6 Followers
1- skink star priest
2- skink priest
3- sunblood
4- eternity warden
5- starseer
6- astrolith bearer

Followers Reward Table
D6 Reward
1. Recalled from Memory: At the beginning of the game you may choose not to set this unit up instead in any movement phase you may set up this model anywhere on the board more than 9 inches away from an enemy model.
2. Unstoppable: this unit doesn't take battleshock
3. Starlight Weapons: if the wound roll for a celestite weapon carried by a model from this unit is 6 or higher and it charged in the same turn, the attack inflicts an additional mortal wound.
4. Hard Scales: in your hero phase, you can declare hard scale defense. This unit cannot take any action during the movement phase, this turn when you make save rolls for models in this unit, ignore enemies rend characteristic unless it is -3 or better and re-rolls failed save rolls.
5. Savage Memories: models in this unit add 1 to their damage characteristics.
6. Meteor Shower: for every enemy unit within 3 inches of this unit, roll a die for each model in that unit or units. On a 5 or more that model suffers a mortal wound.

Champion Rewards Table
2D6 Result
2. Shady Memory: If the champion is slain you lose D3 glory points (to a minimum of 0) And lose all rewards this champion has gained so far in the campaign.
3. Predatory Instinct: in each hero phase roll a d6. A result of 3 or lower the champion must charge the nearest enemy unit subtract 1 from all hit rolls and add 1 to all wound rolls. On a 4 or more the champion re-rolls all failed hit and wound rolls.
4. Primal Roar: Once per battle you may use the primal roar. If they do so add 1 to the hot roll for the champion and all units from the warband for the rest of the turn.
5. Savage Strength: Add 1 to all wound rolls for attacks made against models with a wound characteristic of 7 or more.
6. Weapon of The Gods: Choose one weapon used by the champion (it cannot be a weapon used by the mount if the champion has a mount) Increase the damage characteristic of that weapon by 1.
7. Scales Like Steel: Add 1 to the wounds characteristic of the champion.
8. Unbreakable: Add 1 to the bravery characteristic for the champion and all units from the warband that are within 8 inches of the champion in the battleshock phase.
9. Celestite Star Shield: Reroll all failed save rolls for the champion.
10. Terrifying Advance: Add 2 to all charge or run rolls made by your champion.
11. Unseen Benefactor: In one of your hero phases choose 3 enemy units. Deal D3 mortal wounds to each of those units. Can only be used once per battle.
12. The Bright Constellation: Once per battle in your hero phase, you can heal all wounds on your Champion. Or if your Champion is slain roll a D6 on a 5 or 6 the champion is set up on the battlefield anywhere more than 9 inches from an enemy unit. This counts as their move for the following movement phase.


New Units


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 Scout

First summoned by Lord Kutz’amal- Skink Scouts beam down to the battlefield before the rest, scavenging for weapons, whether from the dead or from weapons caches and armouries. This gives the Seraphon some new advantages, while taking away some of the fire power of the enemy.


Move-8” Save-5+ Bravery-10 Wounds-5

Ranged Weapons

Dual Baroque Pistols

Range 18 "

Attacks 2

To Hit 3+

To Wound 3+

Rend -1

Damage 1


Grenade

8”

1

4+

4+

-

D3

Melee Weapons

Bull Whip and Dagger

Range 2"

Attacks 3

To Hit 4+

To Wound 4+

Rend -

Damage 1




Description

A Skink Scout is a single model. It Carries 2 Baroque Pistols, and Bullwhip and Dagger. A Skink Scout also carries grenades, because even the best and most stoic of the Seraphon likes to explode things once in a while.


Abilities

Quick Draw- During the unbind phase when an enemy wizard casts a spell, the Skink Scout can use quick draw once per turn instead. The player controlling the Skink Scout and the player controlling the wizard casting the spell roll off. If the Skink Scout 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.



Magic

Slann Wizards know the summon Skink Scout spell, in addition to any other they know.


Summon Skink Scout

Summon Skink Scout has a casting value of 6. If successfully cast set up a Skink Scout 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 Scout



The Bad:

Saurus Fireblood

The Fireblood is an Oldblood who has learned to get more from their sunbolt gauntlet, changing it into the Gauntlet of the Cosmos. Some Ride a Cold one, if so add Cold One’s Vicious bite attack, and some ride a powerful Flarenax - See Below.


Move-10” Save-4+ Bravery-10 Wounds-7

Ranged Weapons

Range

Attacks

To Hit

To Wound

Rend

Damage

Gauntlet of the Cosmos

8”

2

4+

3+

-1

1

Melee Weapons

Range

Attacks

To Hit

To Wound

Rend

Damage

Celestite War Blade

1’

6

3+

3+

-

1

Fearsome Jaws and Stardrake Shield

1”

1

3+

3+

-

1

Cold One’s Vicious Bite

1”

2

3+

4+

-

1



Description

A Fireblood on Cold One is a single model. Firebloods wears a gauntlet of the Cosmos 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 Cosmic Powers- The Fireblood may use its Gauntlet of the Cosmos. In your Hero Phase, the Fireblood or a friendly Hero can be targeted. Roll a D6, the effects last until your next Hero Phase.

1-2: High Gravity- 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: Stardust- This model heals D3 Wounds.

5-6: Gamma Radiation- 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 shouts 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 Flarenax

The Flarenax 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.


Move-14” Save-3+ Bravery-10 Wounds-15

Ranged Weapons

Range

Attacks

To Hit

To Wound

Rend

Damage

Gauntlet of the Coscmos

8”

2

4+

3+

-1

1

Melee Weapons

Range

Attacks

To Hit

To Wound

Rend

Damage

Celestite War Blade

1’

6

3+

3+

-

1

Fearsome Jaws and Stardrake Shield

1”

1

3+

3+

-

1

Flarenax







Shredding Claws

2”

4

3+

3+

-1

2

Razorlike Jaws

2”

5

3+

4+

-2

D6



Description

A Fireblood on Flarenax is a single model. Firebloods wears a gauntlet of the Cosmos 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 Cosmic Powers- The Fireblood may use its Gauntlet of the Cosmos. In your Hero Phase, the Fireblood or a friendly Hero can be targeted. Roll a D6, the effects last until your next Hero Phase.

1-2: High Gravity- 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: Stardust- This model heals D3 Wounds.

5-6: Gamma Radiation- 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 Flarenax

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, Flarenax




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.


Move-8” /Save-3+ /Bravery-10 /Wounds-7

Melee Weapons

Range

Attacks

To Hit

To Wound

Rend

Damage

Sacred Blade of Quetzl

3”

See Below

3+

3+

-1

3

Steel-Trap Jaws

1”

1

4+

3+

*1

D6



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 Friendly Seraphon 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 Kutz’amal


Lord Kutz’amal 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.


Move-5” Save-4+ Bravery-10 Wounds-7

Melee Weapons

Range

Attacks

To Hit

To Wound

Rend

Damage

Azure Flames

3”

*

*

*

*

See Below


Description

Lord Kutz’amal is a single model, an armoured Slann with a fiery temper.


Fly

Lord Kutz’amal can fly.


Abilities

Azure Flames- All Enemy Units within Range suffer 2D6 mortal wounds.


Weather Configuration- If your army includes a Lord Kutz’amal, 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 Kutz’amal 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. Add 1 to all attack and 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 Kutz’amal 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 Kutz’amal can turn the weather to his advantage instead of casting on of his spells. If Lord Kutz’amal 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 Kutz’amal 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 Kutz’amal


Magic

Lord Kutz’amal 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 Kutz’amal 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 Kutz’amal can re-roll 1s when attempting to Cast or Unbind spells.


Keywords: Order, Slann, Celestial, Seraphon, Hero, Wizard, Lord Kutz’amal

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.


Move-5” Save-4+ Bravery-10 Wounds-*

Melee Weapons

Range

Attacks

To Hit

To Wound

Rend

Damage

Spectral Claws

3”

2D6

4+

3+

-1

1


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 Scout

*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 Scout.

*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.

Never Going to Run- Roll a D6, on a 4 or more, units from this battalion can pile in and attack twice in the combat phase.
 
Oh my god wow. Just catching up as I've not been online for a while but that's an incredible amount to post.

Genuinely looking forward to sitting down and reading all of it after work. Thank you @Bowser

Alright, I am not sure if the formatting will work here, and when I wrote this, I think the only battle tomes that were out were Stormcast, Ice Ogres, Orks of some kind, Tzeentch, and maybe another couple I am forgetting. A lot of the abilities used were reskinned from those army books, I did that to keep up with what they had, not necessarily power creep.
Seraphon Allegiance:

Allegiance Abilities:

Battle Traits:

  • Seraphon units gain an extra save at 6+ for every wound or mortal wound inflicted to models in a Seraphon Allegiance. Additionally, Seraphon who are slain in the combat phase roll a dice before it is removed. On a roll of 4 or more, you can inflict 1 mortal wound on the enemy unit that struck the fatal blow after all of its attacks have been made if the attacking unit has the Chaos Keyword, the damage becomes D3.

  • If your units are within 10” of a Slann at the start of your turn, you can teleport them into any other point on terrain feature at least 9” away from enemy models. You can then roll a dice, on a 1 the unit can’t do anything else that turn. On a 2-5 they can’t move any further in that movement phase, and on a 6 they can perform at normal. Any Oldblood or Scar-Veteran, named or otherwise treat 1s as a 2-5
Command Traits:

D6 Command Traits

  1. Flame Star: If your general uses the fiery convocation ability, add 2 to the dice roll.

  2. Plasma Scales: The General's scales let him avoid Mortal Wounds on a 4+, rather than a 6.

  3. Heavens watcher: Your General heals 1 wound at the start of each of your hero phases, or D3 wounds if they are within 3” of a Slann.

  4. Lord of Order: You can re-roll the first failed hit roll made by your general in each phase.

  5. Predatory Fighters: You can add 1 to any charge rolls made for friendly Seraphon units that are within 10” of your general.

  6. Fearsome Leader: Every enemy unit within 3" from the General gets -1 Bravery.
Artefacts of Power

Ancient Weapons

D6 Ancient Weapons

  1. The Piranha Blade: Choose one Hero’s melee weapon to be The Piranha Blade, this weapon gets the bonus of wound roll of 6+ having a -4 rend.

  2. Blade of the Serpents Tongue: Choose one Hero’s melee weapon to be the Blade of the Serpents. If the hit roll for the attack is a 6 or more, this weapon deals mortal wounds instead of wounds.

  3. Order Bringer: Pick one Hero’s melee weapon to be the Order Bringer. Add 1 to the wounds characteristic of this weapon. Add 2 instead if all of the weapon’s attacks are directed against a Chaos unit.

  4. Fury of the Old Ones: Choose one Hero’s melee weapon to be The Fury of the Old Ones. Reroll any wound rolls of 1 for this Weapon .

  5. Sunstone Blade: Choose one Hero’s melee weapon to be a Sunstone Blade. Wound rolls of 6 or more for this weapon cause double damage.

  6. Lightspeed Mace: Choose one Hero’s melee weapon to be a Lightspeed Mace. In each turn you can re-roll hit rolls for this weapon.
Armour of the Old Ones

D6 Armour of the Old Ones

  1. Stardrake Armour- This armour ignores rend.

  2. Sacred Stegadon Helm of Itza: Add 1 to the bearer’s save rolls, and add 1 to any wound rolls if this model charged this turn.

  3. Starshine Cloak: -1 to hit to anyone attacking the bearer.

  4. Starscale Amulet: One use only. The first time you lose your last wound you gain D3 wounds.

  5. Sorrow of the Old Ones: Re-roll failed save rolls including any additional saves granted by spells or abilities for this Hero.

  6. Bastiladon Shell Armour: Subtract 2 from any wound rolls directed at this Hero.


Sacred Totems: Any Astrolith Bearer can be given one of the following treasured standards. These standards confer an additional ability on the Totem- They do not replace any existing abilities.

D3 Sacred Totem

  1. Skavenpelt Banner- This Hero and any friendly Seraphon Units within 12” of them can reroll failed wound rolls of 1. If the target unit is Skaven then reroll all failed wound rolls, and if the Skaven unit takes battleshock, D3 models flee from the unit in addition to any that flee because of the test.

  2. Jaguar Constellation Banner: One use only. All friendly Behemoths, Terradons, Ripperdactyls, and Kroxigor within 12 “can run and charge this turn.

  3. The Great Drake Totem: If the bearer of this item or any Seraphon units within 3” is the target of an enemy’s spell, roll a dice. On a 4 or more, that spell has no effect on this model. (It may still affect other units normally.)


Arcane Treasures:

D6 Arcane Treasures

1. Relic Priest Death Mask: Add 1 to the wizard’s save rolls.

  1. Horn of Kygor: One use only. In the hero phase this model may blow the horn of Kygor. If he does, all friendly behemoths, Terradons, Ripperdactyls, and Kroxigor can run and charge this turn.

  2. Cube of Darkness: If the bearer of this item is the target of an enemy’s spell, roll a dice. On a 4 or more, that spell has no effect on this model. (It may still affect other units normally.)

  3. The Stellar Staff: Add 1 to all Casting rolls, if the spell is from the Old Ones Lore, add 2 instead.

  4. The Day Star: Once per game, the bearer can choose to forego unbinding a spell and deal D3 mortal wounds to the caster after the spell has been cast.

  5. Egg of Quango: In your hero phase, choose an enemy unit and roll 3 dice. And consult the following table
3- The Quango hatches and coughs weakly before dying. This does nothing

4-8 This does D3 mortal wound to the target unit.

9-14 This does D6 mortal wounds to the target unit.

15-18 This does 2D6 mortal wounds to the target unit.


Shooting Stars: Any Slann can be given one of the following shooting stars. These stars confer an additional ability on the HERO – They do not replace existing abilities.

D3 Shooting Star

  1. Speed of Light: Choose the Slann or a friendly unit within 3” and roll a dice. On a 3 or more the ability takes effect – remove the chosen unit from the table and set it up again anywhere on the table up to 18” from its previous position and more than 9” from the enemy. It may not move in the subsequent movement phase

  2. Wandering Deliberations: The Slann Loses Celestial Configuration ability and Light of Heavens spell, but instead may choose 3 spells from the following list:
Chain Lightning: Casting value of 6. If successfully cast pick an enemy unit within 18”. That unit suffers D3 mortal wounds. Then roll a dice for every other enemy unit within 6” of the original target; on a 6 the lightning has leapt to that unit and it also suffers D3 mortal wounds.

Fireball: Casting Value of 5. If successfully cast, pick an enemy unit within 18” and roll a dice. On a 1 or a 2 that unit suffers one mortal wound. On a 3 or 4 it suffers D3 mortal wounds. On a 5 or 6 it suffers D6 mortal wounds.

Soul Steal: Casting Value of 5. If successfully cast, pick an enemy unit within 18”. You and your opponent then both roll a dice and add the caster’s Bravery and the Bravery of the target to your opponent’s. If your score is the highest, the enemy suffers a number of mortal wounds equal to the difference in scores (for example if your score was 10 and your opponents was 8 the unit suffers 2 mortal wounds.)

Light of Battle: Casting Value of 4. If successfully cast, pick a unit within 18”. That unit does not need to take battleshock tests until your next hero phase. The magical aura surrounding the unit also ennoble nearby allies until your next hero phase; other units from your army within 6” of this unit in the battleshock phase add 1 to their bravery.

Final Transmutation: Casting value of 6. If successfully cast, pick an enemy unit within 18”. Your opponent then picks any model in that unit and rolls a dice; if the result is more than that model’s remaining number of wounds, it is transformed into a gleaming golden statue.

Mystifying Miasma: Casting Value of 5. If successfully cast, pick an enemy unit within 18”. Until your next hero phase your opponent must subtract 1 from all hit rolls for that unit.

Wildform: Casting value of 6. If successfully cast, pick a unit within 18”. Until your next hero phase you can add 1 to all wound rolls for that unit in the combat phase.

Lifesurge: Casting value of 5. If successfully cast, pick a unit within 18”. One model from that unit heals D3 wounds. In addition, until your next hero phase the energies of this spell persist; roll a dice each time a model in the unit suffers a wound or mortal wound. On a 6, that wound is instantly healed and ignored.

  1. Higher State of Consciousness: Enemy units that direct missile weapons at this Slann or friendly Seraphon Units within 6” of this Slann must re-roll hit rolls of 6 or more.

High Magic Spell Lore

Every Seraphon Wizard in an army with Seraphon allegiance can choose one of the following spells. Slann Wizards may choose 2 spells.

D6 High Magic Spell

  1. Apotheosis: Casting value 5. Pick a unit within 18”. One model in that unit heals D3 wounds on a casting roll of 9 or more the target instead heals D6 wounds.

  2. Hand of Glory: Casting value 5. Choose a unit within 18”. Add D3 to that to hit rolls, to wound rolls, or save rolls. On a casting roll of 10 or more add D3 to all 3 of those characteristics.

  3. Walk Between Words: Casting value of 9. Choose a unit within 18” including enemy units. Place that unit anywhere on the board. More than 9” away from enemy units. In the case of an enemy unit more than 9” away from your units.

  4. Tempest: Casting value 7. Pick a unit within 10”, This deals D6 mortal wounds, then you may move that model up to 6 inches in any direction.

  5. Arcane Unforging: Casting value 6. Every enemy unit within 3” takes D3 Mortal Wounds, enemy wizards take D6 mortal wounds.

  6. Fiery Convocation: Casting value 7. Every enemy unit within 12” takes D6 mortal wounds. At the end of the hero phase, roll a dice for units wounded by this spell, if the result is 4 or higher that unit suffers an additional D3 wounds.


Seraphon Path to Glory:

Champion table:
Oldblood on Carnosaur 5 units
Scar-Vet on Carnosaur 6 units
Scar-Vet on Cold One 7 units
Oldblood on Foot 8 units

Followers Table
D6 Followers
1-2- skinks
3- warriors
4- guard
5- chameleon skinks
6- kroxigor

Mounted Followers
D6 Followers
1- Knights

2- razordons or salamanders with handlers
3- terradon riders or ripperdactyl riders
4- stegadon
5- troglodon
6- bastiladon

Hero Followers
D6 Followers
1- skink star priest
2- skink priest
3- sunblood
4- eternity warden
5- starseer
6- astrolith bearer

Followers Reward Table
D6 Reward
1. Recalled from Memory: At the beginning of the game you may choose not to set this unit up instead in any movement phase you may set up this model anywhere on the board more than 9 inches away from an enemy model.
2. Unstoppable: this unit doesn't take battleshock
3. Starlight Weapons: if the wound roll for a celestite weapon carried by a model from this unit is 6 or higher and it charged in the same turn, the attack inflicts an additional mortal wound.
4. Hard Scales: in your hero phase, you can declare hard scale defense. This unit cannot take any action during the movement phase, this turn when you make save rolls for models in this unit, ignore enemies rend characteristic unless it is -3 or better and re-rolls failed save rolls.
5. Savage Memories: models in this unit add 1 to their damage characteristics.
6. Meteor Shower: for every enemy unit within 3 inches of this unit, roll a die for each model in that unit or units. On a 5 or more that model suffers a mortal wound.

Champion Rewards Table
2D6 Result
2. Shady Memory: If the champion is slain you lose D3 glory points (to a minimum of 0) And lose all rewards this champion has gained so far in the campaign.
3. Predatory Instinct: in each hero phase roll a d6. A result of 3 or lower the champion must charge the nearest enemy unit subtract 1 from all hit rolls and add 1 to all wound rolls. On a 4 or more the champion re-rolls all failed hit and wound rolls.
4. Primal Roar: Once per battle you may use the primal roar. If they do so add 1 to the hot roll for the champion and all units from the warband for the rest of the turn.
5. Savage Strength: Add 1 to all wound rolls for attacks made against models with a wound characteristic of 7 or more.
6. Weapon of The Gods: Choose one weapon used by the champion (it cannot be a weapon used by the mount if the champion has a mount) Increase the damage characteristic of that weapon by 1.
7. Scales Like Steel: Add 1 to the wounds characteristic of the champion.
8. Unbreakable: Add 1 to the bravery characteristic for the champion and all units from the warband that are within 8 inches of the champion in the battleshock phase.
9. Celestite Star Shield: Reroll all failed save rolls for the champion.
10. Terrifying Advance: Add 2 to all charge or run rolls made by your champion.
11. Unseen Benefactor: In one of your hero phases choose 3 enemy units. Deal D3 mortal wounds to each of those units. Can only be used once per battle.
12. The Bright Constellation: Once per battle in your hero phase, you can heal all wounds on your Champion. Or if your Champion is slain roll a D6 on a 5 or 6 the champion is set up on the battlefield anywhere more than 9 inches from an enemy unit. This counts as their move for the following movement phase.


New Units


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 Scout

First summoned by Lord Kutz’amal- Skink Scouts beam down to the battlefield before the rest, scavenging for weapons, whether from the dead or from weapons caches and armouries. This gives the Seraphon some new advantages, while taking away some of the fire power of the enemy.


Move-8” Save-5+ Bravery-10 Wounds-5

Ranged Weapons

Dual Baroque Pistols

Range 18 "

Attacks 2

To Hit 3+

To Wound 3+

Rend -1

Damage 1


Grenade

8”

1

4+

4+

-

D3

Melee Weapons

Bull Whip and Dagger

Range 2"

Attacks 3

To Hit 4+

To Wound 4+

Rend -

Damage 1




Description

A Skink Scout is a single model. It Carries 2 Baroque Pistols, and Bullwhip and Dagger. A Skink Scout also carries grenades, because even the best and most stoic of the Seraphon likes to explode things once in a while.


Abilities

Quick Draw- During the unbind phase when an enemy wizard casts a spell, the Skink Scout can use quick draw once per turn instead. The player controlling the Skink Scout and the player controlling the wizard casting the spell roll off. If the Skink Scout 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.



Magic

Slann Wizards know the summon Skink Scout spell, in addition to any other they know.


Summon Skink Scout

Summon Skink Scout has a casting value of 6. If successfully cast set up a Skink Scout 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 Scout



The Bad:

Saurus Fireblood

The Fireblood is an Oldblood who has learned to get more from their sunbolt gauntlet, changing it into the Gauntlet of the Cosmos. Some Ride a Cold one, if so add Cold One’s Vicious bite attack, and some ride a powerful Flarenax - See Below.


Move-10” Save-4+ Bravery-10 Wounds-7

Ranged Weapons

Range

Attacks

To Hit

To Wound

Rend

Damage

Gauntlet of the Cosmos

8”

2

4+

3+

-1

1

Melee Weapons

Range

Attacks

To Hit

To Wound

Rend

Damage

Celestite War Blade

1’

6

3+

3+

-

1

Fearsome Jaws and Stardrake Shield

1”

1

3+

3+

-

1

Cold One’s Vicious Bite

1”

2

3+

4+

-

1



Description

A Fireblood on Cold One is a single model. Firebloods wears a gauntlet of the Cosmos 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 Cosmic Powers- The Fireblood may use its Gauntlet of the Cosmos. In your Hero Phase, the Fireblood or a friendly Hero can be targeted. Roll a D6, the effects last until your next Hero Phase.

1-2: High Gravity- 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: Stardust- This model heals D3 Wounds.

5-6: Gamma Radiation- 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 shouts 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 Flarenax

The Flarenax 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.


Move-14” Save-3+ Bravery-10 Wounds-15

Ranged Weapons

Range

Attacks

To Hit

To Wound

Rend

Damage

Gauntlet of the Coscmos

8”

2

4+

3+

-1

1

Melee Weapons

Range

Attacks

To Hit

To Wound

Rend

Damage

Celestite War Blade

1’

6

3+

3+

-

1

Fearsome Jaws and Stardrake Shield

1”

1

3+

3+

-

1

Flarenax







Shredding Claws

2”

4

3+

3+

-1

2

Razorlike Jaws

2”

5

3+

4+

-2

D6



Description

A Fireblood on Flarenax is a single model. Firebloods wears a gauntlet of the Cosmos 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 Cosmic Powers- The Fireblood may use its Gauntlet of the Cosmos. In your Hero Phase, the Fireblood or a friendly Hero can be targeted. Roll a D6, the effects last until your next Hero Phase.

1-2: High Gravity- 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: Stardust- This model heals D3 Wounds.

5-6: Gamma Radiation- 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 Flarenax

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, Flarenax




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.


Move-8” /Save-3+ /Bravery-10 /Wounds-7

Melee Weapons

Range

Attacks

To Hit

To Wound

Rend

Damage

Sacred Blade of Quetzl

3”

See Below

3+

3+

-1

3

Steel-Trap Jaws

1”

1

4+

3+

*1

D6



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 Friendly Seraphon 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 Kutz’amal


Lord Kutz’amal 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.


Move-5” Save-4+ Bravery-10 Wounds-7

Melee Weapons

Range

Attacks

To Hit

To Wound

Rend

Damage

Azure Flames

3”

*

*

*

*

See Below


Description

Lord Kutz’amal is a single model, an armoured Slann with a fiery temper.


Fly

Lord Kutz’amal can fly.


Abilities

Azure Flames- All Enemy Units within Range suffer 2D6 mortal wounds.


Weather Configuration- If your army includes a Lord Kutz’amal, 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 Kutz’amal 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. Add 1 to all attack and 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 Kutz’amal 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 Kutz’amal can turn the weather to his advantage instead of casting on of his spells. If Lord Kutz’amal 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 Kutz’amal 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 Kutz’amal


Magic

Lord Kutz’amal 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 Kutz’amal 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 Kutz’amal can re-roll 1s when attempting to Cast or Unbind spells.


Keywords: Order, Slann, Celestial, Seraphon, Hero, Wizard, Lord Kutz’amal

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.


Move-5” Save-4+ Bravery-10 Wounds-*

Melee Weapons

Range

Attacks

To Hit

To Wound

Rend

Damage

Spectral Claws

3”

2D6

4+

3+

-1

1


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 Scout

*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 Scout.

*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.

Never Going to Run- Roll a D6, on a 4 or more, units from this battalion can pile in and attack twice in the combat phase.
 
Back
Top