Seraphon Flashcards

1
Q

If a sub allegiance is Starborne what Subfactions can be given to it?

A

Dracothion’s Tail or Fangs of Sotek

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2
Q

If a sub allegiance is Coalesced what Subfactions can be given to it?

A

Thunder Lizard or Koatl’s Claw

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3
Q

What can an allegiance Seraphon army do with their Slaan at the end of their hero phase?

A

Pick a new spell from the Slaan Lore (Celestial Domination)

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4
Q

What are the 3 Asterisms a Seraphon army can pick from at the start of their hero phase, that lasts until their next hero phase?

A

1) Great Drake: In the combat phase proper, one hero can add 1 attack to its melee weapons
2) Hunter’s Steed: Add 1 to run and charge rolls for friendly Seraphon units
3) Sage’s Staff: In the hero phase proper, one wizard can add 1 to casting, dispelling and unbinding depending on who’s turn it is.

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5
Q

Cold Blooded: Can Coalesced Bravery be modified?

A

No

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6
Q

What does the Predatory Fighters suballegiance ability do for Coalesced?

A

Add 1 to the attacks characteristics of Jaw attacks

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7
Q

What terrain features do not apply to Coalesced units?

A

Deadly and Sinister

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8
Q

What is a major advantage Coalesced units have to mitigate damage?

A

Subtract 1 from the damage characteristic to a minimum of 1

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9
Q

What is the Bravery characteristic of any Starborne suballegiance?

A

10

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10
Q

What is the main benefit of running a Starborne suballegiance other than their ability to teleport?

A

Access to summoning

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11
Q

In a Starborne army how many Celestial Conjuration points do you start with base and under what conditions?

A

If your general is a Slann or Starseer and on the battlefield you recieve D3 points and another D3 points if there are one or more Saurus Astrolith Bearers
And for each Slaan or Oracle you can sacrifice their first spell to receive D3 points.

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12
Q

What are all of of things that can be summoned at the 10 point level? (13)

A
1 Salamander Hunting Pack
1 Skink Priest
3 Terradon Riders
1 Teraddon Chief
1 Razordon Hunting Pack
5 Saurus Knights
5 Saurus Guard
5 Chameleon Skinks
3 Ripperdactyl Riders
1 Ripperdactyl Chief
10 Saurus Warriors
1 Saurus Oldblood
1 Saurus Scar-Veteran on Cold One
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13
Q

What are all of of things that can be summoned at the 6 point level? (1)

A

10 Skinks

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14
Q

What are all of of things that can be summoned at the 15 point level? (5)

A
3 Kroxigor
1 Saurus Astrolith Bearer
1 Suarus Sunblood
1 Skink Starpriest
1 Skink Starseer
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15
Q

What are all of of things that can be summoned at the 20 point level? (3)

A

20 Saurus Warriors
1 Saurus Scar-Veteran on Carnosaur
1 Bastilidon

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16
Q

What are all of of things that can be summoned at the 25 point level? (3)

A

1 Stegadon
1 Skink Oracle on Troglodon
1 Saurus Oldblood on Carnosaur

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17
Q

What are all of of things that can be summoned at the 30 point level? (2)

A

1 Engine of the Gods

1 Stegadon with Skink Chief

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18
Q

What phase and what is the the wholly within range for units summoned by a Seraphon army and what units can do the summoning?

A

At the end of the movement phase, wholly within 12” of a Slann, Oracle or Saurus Astrolith Bearer

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19
Q

What is the rule for the teleport in a Starborne army?

A

1 friendly Starborne unit anywhere on the battlefield and transport it anywhere on the battlefield outside of 9” from enemy units.

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20
Q

SLANN Artefacts of Power 1: Zoetic Dial

A

After set up is complete but before battle begins write down a battleround. On that battleround heal all wounds allocated to the bearer.

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21
Q

SLANN Artefacts of Power 2: Light of the Dracothian

A

Once per battle auto-unbind 1 spell cast by an enemy wizard within 15” or dispel one endless spell within 15” of the bearer

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22
Q

SLANN Artefacts of Power 3: Prism of Amyntok

A

Once per battle at the start of any phase pick 1 enemy unit within 12”. 1, 1 MW, 2-5 D3 MW, 6 D6 MW

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23
Q

SLANN Artefacts of Power 4: Itxi Grubs

A

At the start of each hero phase heal 1 wound to bearer, reroll 1 casting or dispelling roll for the bearer or reroll 1 unbinding roll for the bearer.

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24
Q

SLANN Artefacts of Power 5: Plaque of Dominion

A

In the hero phase pick 1 enemy HERO within 12” and visible, until the next hero phase that hero fights at the end of combat phase. Also if wizard -1 to casting, dispelling and unbinding.

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25
Q

SLANN Artefacts of Power 6: Throne of the Lost Gods

A

Add 4” to move characteristic and 1 to wound Characteristic

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26
Q

SAURUS Artefacts of Power 1: Blade of Realities

A

Add 1 to the rend and damage characteristic of a SINGLE melee weapon for the bearer that targets a HERO

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27
Q

SAURUS Artefacts of Power 2: Sigils of the Prime Hunter

A

Every time bearer fights pick 1 enemy unit, 1 = 0 MW, 2-5 = 1 MW, 6 = D3 MW

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28
Q

SAURUS Artefacts of Power 3: Bloodrage Pendant

A

Add 1 to attacks characteristic of melee weapons for bearer if number of wounds allocated to bearer is equal to or greater than half the bearer’s wound’s characteristic. (Eg if damaged does more attacks as long as the inflicted number of wounds is equal to or greater than half of it’s normal wounds characteristic)

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29
Q

SKINK Artefacts of Power 1: Incandescent Rectrices

A

First time bearer is slain roll a dice. 1-3 bearer is slain. 4-6 bear is not slain and fully healed

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30
Q

SKINK Artefacts of Power 2: Cloak of Feathers

A

Subtract 1 from hit rolls to bearer, add 4” to their move and bearer can fly

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31
Q

SKINK Artefacts of Power 3: Sacred Stegadon Helm

A

Add 1 to save rolls. Add 1 to damage of melee weapons if they charged

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32
Q

What is the benefit and expense of a bound endless spell?

A

1) Only Serpahon player can move them and they move them all first before any other endless spells are moved. 2) They cost more

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33
Q

SLANN only Spell Lore 1: Celestial Apotheosis

A

CV: 5. Pick 1 friendly unit WWN 18” and visible. Heal 1 wound and subtract 1 from Bravery characteristic of enemy units WN 3”. Casting roll 10+ heal D3

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34
Q

SLANN only Spell Lore 2: Walk Between Realms

A

CV 6. 1 friendly unit WWN 18” and visible, they can fly

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35
Q

SLANN only Spell Lore 3: Mystical Unforging

A

CV: 7. Pick 1 enemy HERO with Artefact WN 12” and visible. Do D3 MW and roll a dice seperately, on a 5+ destroy Artefact

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36
Q

SLANN only Spell Lore 4: Celestial Equilibrium

A

CV: 7. Until next hero phase add 1 to casting, dispelling and unbinding rolls for all Seraphon WIZARDs other than the caster.

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37
Q

SLANN only Spell Lore 5: Stellar Tempest

A

CV: 8. Pick 1 enemy unit WN 24” and visible. Role 1 dice for each model, 5+ = MW

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38
Q

SLANN only Spell Lore 6: Drain Magic

A

CV: 9. Dispell all endless spells within 24” of the caster (not including BOUND spells)

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39
Q

SKINK only Spell Lore 1: Celestial Harmony

A

CV: 5. Pick 1 friendly unit WWN 18” and visible - do not take battleshock tests for that unit. If 10+ it’s all units WWN 18”.

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40
Q

SKINK only Spell Lore 2: Hand of Glory

A

CV: 6. Pick 1 friendly unit WWN 18 and visible. Until next hero phase RR hits of 1 for that unit.

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41
Q

SKINK only Spell Lore 3: Extend Astromatrix

A

CV: 6. Pick 1 terrain feature WWN 18”. Any good scenery rules apply to that terrain for Seraphon units and bad rules apply to enemy units

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42
Q

SKINK only Spell Lore 4: Fiery Convocation

A

CV: 7. Pick 1 enemy unit WN 18” and visible. Until next hero phase roll a dice at the end of each phase for that unit. 6 = D3 MW.

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43
Q

SKINK only Spell Lore 5: Bind Endless Spell

A

CV: 7. Pick 1 endless spell WN 18” of caster and visible. That spell is BOUND until next herophase.

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44
Q

SKINK only Spell Lore 6: Tide of Serpents

A

CV: 8. Pick 1 enemy unit WN 12” roll a dice for each model in unit, 5+ = MW

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45
Q

Dracothion’s Tail Faction Ability: Appear on Command

A

You can set up 1 unit in reserve for every 1 unit on battlefield. End of movement phase you can set up outside of 9” of enemy units and WWN 18” of SLANN

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46
Q

Dracothion’s Tail Faction CMD Trait: Ancient Knowledge (SLANN ONLY)

A

General must have this if it is SLANN. Knows 1 extra spell from Lore of Celestial Domination. RR 1 casting, dispelling or unbinding roll for each hero phase.

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47
Q

Dracothion’s Tail Faction Artefact of Power: Godbeast Pendant

A

First time bearer is slain on 1-3 it is slain. On a 4-6 it is not slain and full healed.

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48
Q

Fangs of Sotek Faction Ability: First to Battle

A

In first battle round, add 3” to movement of SKINK units.

49
Q

Fangs of Sotek Faction CMD Ability: Parting Shot

A

Use at end of enemy charge phase. Pick 1 friendly Fangs of Sotek SKINK unit, CHAMELEON SKINK unit WWN 18” of Fangs of Sotek HERO. That unit can shoot. On a 4+ it can make a normal move and must retreat but cannot run

50
Q

Fangs of Sotek Faction CMD trait: Old and Grizzled (SAURUS ONLY)

A

Only applies if SAURUS General. If this general is on battlefield at the start of your hero phase, on a 3+ receive 1 CMD point.

51
Q

Fangs of Sotek Faction Artefact of Power: Serpent God Dagger

A

Pick 1 of bearer’s melee weapons. If any wounds were allocated by the bearer and not negated at the END of the combat phase on a 5+ that enemy model is slain. (Doesn’t just apply to heroes)

52
Q

Koatl’s Claw Faction Ability: Savagery Incarnate

A

Add 1 to hit rolls for attacks by Koatl’s Claw SAURUS units that made a charge move in same turn.

53
Q

Koatl’s Claw Faction CMD Ability: Controlled Fury

A

Can use at start of combat phase. Pick 1 friendly Koatl’s Claw SAURUS units WWN 24” of a KC SAURUS HERO. They get +1 to hit as per Savagery Incarnate rule (as if they charge)

54
Q

Koatl’s Claw Faction CMD Trait: Dominant Predator (SAURUS ONLY)

A

Roll a dice each time CMD ability to friendly SAURUS unit. On a 4+ receive extra CMD point. SAURUS general only.

55
Q

Koatl’s Claw Faction Artefact: Eviserating Blade

A

Pick 1 of the bearer’s melee weapons. Unmodified hit rolls of 6 = 2 mortal wounds in addition to normal damage.

56
Q

Thunder Lizard Faction Ability: Mighty Beasts of War

A

Add 2 to the wound characteristic of TL Monsters

57
Q

Thunder Lizard Faction CMD Ability: Trove of Old One Technology

A

Can use at start of shooting phase. Pick 1 friendly TL Bastilidon, Engine of the Gods WWN 18” of TL HERO. If Bastilidon can shoot with Solar Engine twice. If Engine of Gods can make another engine roll.

58
Q

Thunder Lizard Faction CMD Trait: Prime Warbeast (MONSTER HERO MOUNT ONLY)

A

Add 1 to attacks characteristic of the weapons used by the general’s mount. (Monster hero mount only)

59
Q

Thunder Lizard Faction Artefact of Power: Fusil of Conflagration

A

In shooting phase pick 1 enemy unit with 12” 1 = This Artefact can’t be used anymore, 2-3 = Nothing happens, 4-5 = D3 MW, 6 = D6 MW

60
Q

Warscroll Battalion Sunclaw: Temple-Host

A

1 Saurus Oldblood or Saurus Sunblood
3 Saurus Warriors units
Coalesced Only
Ability: Improve Jaw attack weapon’s rend by 1

61
Q

Warscroll Battalion: Firelance Temple-Host

A

1 SCAR-VETERAN (Keyword)
3 Saurus Knights units
Coalesced Only
Add 3 to run and charge rolls for units from this battalion that are WWN 18” of the SCAR-VETERAN.

62
Q

Warscroll Battalion: Shadowstrike Temple-Host

A

1 Skink Priest or Skink Star Priest
1 unit of Terradon or Ripperdactyl Riders
2 units of Skinks or Chameleon Skinks
Coalesced Only
In your hero phase proper pick 1 enemy unit that’s visible to Priest or Starpriest, until next hero phase add 1 to hit rolls for units in this battalion that target that unit

63
Q

Warscroll Battalion: Thunderquake Temple-Host

A

1 Engine of the Gods or Stegadon with Skink Chief
1 Kroxigor unit or HUNTING PACK
2 Bastiladons or Stegadons in any combo
Coalesced Only
In your hero phase proper declare swift or savage. If swift you can run and shoot and/or charge. In savage add 1 to the attacks characteristics of melee weapons for battalion.

64
Q

Warscroll Battalion: Sunclaw Starhost

A

1 Saurus Oldblood or Saurus Sunblood
3 Saurus Warrior units
Starborne Only
Improve the Rend by 1 of Celesite Weapons for this battalion

65
Q

Warscroll Battalion: Firelance Starhost

A

1 SCAR-VETERAN
3 Saurus Knights units
Starborne Only
If unmodified wound roll for attacks made with Celestite weapons is 6 it does 1 MW in addition to normal damage

66
Q

Warscroll Battalion: Shadowstrike Starhost

A

1 Skink Priest or Skink Star Priest
1 unit of Terradon or Ripperdactyl Riders
2 units of Skinks or Chameleon Skinks in any combo
Starborne Only
You can set up these units as reserve units, standard rules apply

67
Q

Warscroll Battalion: Thunderquake Starhost

A

1 Engine of the gods or Stegadon with Skink Chief
2 Bastiladons or Stegadons in any combo
1 Kroxigor unit or HUNTING PACK
Starborne Only
In your hero phase proper heal 1 wound allocated to each unit from battalion. If WWN 18” of friendly SLANN heal D3 instead

68
Q

Lord Kroak Abilities

1) Arcane Vassal
2) Azyrite Force Barrier (and statline for this attack)
3) Dead for Innumerable Ages
4) Impeccable Foresight
5) Masters of the Order
6) Celestial Deliverance (Ability for spell and spell itself)
7) Comet’s Call (spell)
8) Gift from the Heavens

Number of casts/unbinds/dispels per turn:

A

1) Arcane Vassal: Before casting a spell you can pick one Skink Wizard WN 12” or ORACLE anywhere on battlefield. Measure range from that model.
2) Azyrite Force Barrier: Attacks characteristic is = to number of models WN 3”
Hit: 3+
Wound: 3+
Rend: -1
Damage: 1
Range: 3”
3) Dead for Innumerable Ages: 4+ FNP for Lord Kroak
4) Impeccable Foresight: Start of hero phase roll 3 dice. On a 4+ you receive 1 CMD point
5) Masters of the Order: Add 1 to casting, dispelling and unbinding for Lord Kroak and he can unbind/dispel from any range
6) Celestial Deliverance (Ability for spell and spell itself): Can attempt to cast this spell 3 times in same hero phase. First CV 7, second CV 8, third CV 9: Pick up to 3 different enemy units WN 10” and visible. Roll 1 dice for each unit. 2+ = D3 MW. If CHAOS DAEMON it’s 3 MW flat
7) Comet’s Call: CV 7. Pick up to D3 enemy units on the battlefield and they all suffer D3 MW. If casting roll was 10+, D6 units are affected.
8) Gift from the Heavens (CMD Ability): Use in hero phase proper. Pick 1 Seraphon unit WWN 18”, add 1 to save rolls for missile weapons until next hero phase

69
Q

Saurus Oldblood Abilities (2)

1) Cold Ferocity
2) Wrath of the Seraphon (CMD Ability)

A

1) Exploding hits on Celestite weapons.
2) Wrath of the Seraphon (CMD Ability): Use in combat phase proper. Pick 1 friendly Saurus unit WWN 18”, until end of that phase add 1 to hit rolls.

70
Q

Saurus Sunblood Abilities (2)

1) Primal Rage
2) Scent of Weakness

A

1) Primal Rage: Exploding hits on Celestite weapons and wound rolls of 6 = 1 MW in addition
2) Scent of Weakness (CMD Ability): Use in combat phase proper. Pick 1 enemy unit WN 12”. Add 1 to wound rolls for attacks against that unit.

71
Q

Saurus Oldblood on Carnosaur Abilities (6)

1) Blazing Sunbolts
2) Blood Frenzy
3) Cold Ferocity
4) Pinned Down
5) Terror
6) Wrath of the Seraphon (CMD Ability)

A

1) Blazing Sunbolts: Add 1 to wound rolls for attacks made with missile weapons against CHAOS DAEMON units
2) Blood Frenzy: If this model slays any other models for the rest of battle it can run and charge
3) Cold Ferocity: Exploding hits on Celestite weapons.
4) Pinned Down: +1 to hit rolls for massive jaw if target has wound characteristic of 7 or less
5) Terror: Subtract 1 from bravery characteristic of units WN 3”
6) Wrath of the Seraphon (CMD Ability): Use in combat phase proper. Pick 1 friendly Saurus unit WWN 18”, until end of that phase add 1 to hit rolls.

72
Q

Saurus Eternity Warden Abilities (3)

1) Cold Ferocity
2) Selfless Protectors
3) Prime Guardian (CMD Ability)

A

1) Exploding hits for Celestite weapon
2) Selfless Protectors: Must pass off wounds from friendly SLANN while it is WN 3” on a 2+
3) Prime Guardian (CMD Ability): Use in combat phase proper. Pick 1 Saurus GUARD unit WWN 18” add 1 to hit rolls for that unit.

73
Q

Saurus Guard Abilities (3)

1) Icon Bearer
2) Wardrummer
3) Selfless Protectors

A

1) Icon Bearer: Subtract 1 from bravery WN 6”
2) Wardrummer: Reroll charge rolls
3) Selfless Protectors: Must pass off wounds from friendly SLANN while it is WN 3” on a 2+

74
Q

Saurus Scar-Veteran on Carnosaur Abilities (5)

1) Blood Frenzy
2) Celestite Warspear
3) Cold Ferocity
4) Pinned Down
5) Terror
6) Saurian Savagery (CMD Ability)

A

1) Blood Frenzy: If this model slays any other models for the rest of battle it can run and charge
2) Celestite Warspear: Add 1 to damage for a Warspear if this model charged
3) Cold Ferocity: Exploding hits on Celestite weapons.
4) Pinned Down: +1 to hit rolls for massive jaw if target has wound characteristic of 7 or less
5) Terror: Subtract 1 from bravery characteristic of units WN 3”
6) Saurian Savagery (CMD Ability): Use in combat phase proper. Pick 1 friendly Saurus unit WWN 18” Until end of phase they have exploding hits

75
Q

Saurus Scar-Veteran on Cold One Key Abilities (2)

1) Cold Ferocity
2) Saurian Savagery (CMD Ability)

A

1) Cold Ferocity: Exploding hits on Celestite Weapons
2) Saurian Savagery (CMD Ability): Use in combat phase proper. Pick 1 friendly Saurus unit WWN 18” Until end of phase they have exploding hits

76
Q
Saurus Warriors Stat Line (Celesite Club)
Move:
Wounds:
Bravery:
Save:
Attacks:
Hit:
Wound: 
Rend:
Damage:
Range:
A
Move: 5"
Wounds: 1
Bravery: 8
Save: 4+
Attacks: 1
Hit: 4+
Wound: 3+ 
Rend: -1
Damage: 1
Range: 1"
77
Q

Saurus Warrior Abilities (3)

1) Icon Bearer
2) Wardrummer
3) Ordered Cohort

A

1) Icon Bearer: Subtract 1 from bravery WN 6”
2) Wardrummer: Reroll charge rolls
3) Ordered Cohort: Add 1 to attacks if over 15 models

78
Q

Saurus Astrolith Bearer Abilties (2)

1) Celestial Conduit
2: Revivifying Energies

A

1) Celestial Conduit: Add 1 to casting rolls for Seraphon Wizards will they are WN 12” and at 6” to the range of their spells
2) Revivifying Energies: 6+ DPR all Seraphon WWN 12”

79
Q

Saurus Knights Abilities (3)

1) Icon Bearer
2) Wardrummer
3) Celestite Warspear

A

1) Icon Bearer: Subtract 1 from Bravery WN 6”
2) Wardrummer: Reroll charge rolls
3) Celestite Warspear: Add 1 to damage if using spears on the charge

80
Q

Saurus Astrolith Bearer Statline (Simplified)
Move:
Wounds:
Save:

A

Move: 5”
Wounds: 6
Save: 4+

81
Q
Saurus Knights Statline (Simplified)
Move:
Wounds:
Save:
Bravery:
A

Move: 8”
Wounds: 2
Save: 4+
Bravery: 8

82
Q

Skink Starseer Abilities (3)

1) Cosmic Herald
2) Astromancer’s Staff
3) Control Fate (spell)

Number of casts/unbinds/dispels per turn:

A

1) Cosmic Herald: Start of hero phase 4+ get a CMD point
2) Astromancer’s Staff: Start of charge phase pick 1 Seraphon unit WWN 12” That unit can use 3D6 to charge if it is WN 18” of an enemy instead of 12”
3) Control Fate: CV: 7. Pick 1 unit WN 18” and visible. If that unit is an enemy subtract 1 from save rolls that target that unit. If it’s a Seraphon unit add 1 to save rolls

Number of casts/unbinds/dispels per turn: 1

83
Q

Skink Starseer Statline (Simplified)
Move:
Wounds:
Save:

A

Move: 5”
Wounds: 5
Save: 5+

84
Q

Skink Starpriest Abilities (2)

1) Serpent Staff
2) Blazing Starlight (Spell)

Number of casts/unbinds/dispels per turn:

A

1) Serpent Staff: In your hero phase proper pick 1 friendly Seraphon unit WWN 12” Until next hero phase 6’s to wound = 1MW in addition to normal damage
2) Blazing Starlight: CV: 6. Pick enemy unit WN 18” and visible. They’re -1 to hit for all attacks until next hero phase

Number of casts/unbinds/dispels per turn: 1

85
Q

Skink Starpriest Statline (Simplified)
Move:
Wounds:
Save:

A

Move: 8”
Wounds: 5
Save: 5+

86
Q

Skink Oracle on Troglodon Abilities (6)

1) Drawn to the Screams
2) Oracle of the Slann
3) Regeneration
4) Terror
5) Venomous Spittle
6) Comet’s Call (Spell)

Number of casts/unbinds/dispels per turn:

A

1) Drawn to the Screams: Any wounds happen from Noxiuous Spittle and not negated until end of turn you can reroll charge rolls
2) Oracle of the Slann: Add 1 to casting, dispelling and unbinding rolls for this model. Can attempt to unbind/dispell anywhere on battlefield.
3) Regeneration: In hero phase proper on a 2+ heal D3 wounds.
4) Terror: Subtract 1 from Bravery characteristic WN 3”
5) Venomous Spittle: Unmodified wound roll of 6 = 1 MW in addition to other damage.
6) Comet’s Call: CV: 7. Pick D3 units on battlefield. D3 MW. If casting roll was 10+ D6 MW.

Number of casts/unbinds/dispels per turn: 1

87
Q

Skink Oracle on Troglodon Statline (Simplified)
Move:
Wounds:
Save:

A

Move: 10”
Wounds: 12
Save: 4+

88
Q

Skink Priest Abilities (2)

1) Star-stone Staff
2) Herald of the Old Ones (CMD Ability)

Is this a wizard?:

A

1) Star-stone Staff: In your hero phase proper pick 1 friendly SKINK unit WWN 12” and roll a dice. 3+ it can run and shoot and/or charge in same turn. And add 1 to save rolls.
2) Herald of the Old Ones (CMD Ability): Pick 1 friendly SKINK unit WWN 18” Until next hero phase add 1 to hit rolls.

Is this a wizard?: No

89
Q

Skink Priest Statline (Simplified)
Move:
Wounds:
Save:

A

Move: 8”
Wounds: 4
Save: 5+

90
Q
Skink and Chameleon Skink Statline (Celestite Dagger)
Move:
Wounds:
Bravery:
Save:
Attacks:
Hit: 
Wound: 
Rend:
Damage:
Range:
A
Move: 8"
Wounds: 1
Bravery: 5
Save: 6+ (5+ w/ Star-buckler)
Attacks: 1
Hit: 5+
Wound: 5+ 
Rend: -
Damage: 1
Range: 1"
91
Q
Skink Statline (Moonstone Club)
Move:
Wounds:
Bravery:
Save:
Attacks:
Hit: 
Wound: 
Rend:
Damage:
Range:
A
Move: 8"
Wounds: 1
Bravery: 5
Save: 6+ (5+ w/ Star-buckler)
Attacks: 1
Hit: 4+
Wound: 4+
Rend: -
Damage: 1
Range: 1"
92
Q
Skink Statline (Meteoric Javelin) 
Move:
Wounds:
Bravery:
Save:
Attacks:
Hit: 
Wound: 
Rend:
Damage:
Range:
A
Move: 8"
Wounds: 1
Bravery: 5
Save: 6+ (5+ with Star-buckler)
Attacks: 1
Hit: 5+
Wound: 4+ 
Rend: -
Damage: 1
Range: 8"
93
Q
Skink Statline (Boltspitter) 
Move:
Wounds:
Bravery:
Save:
Attacks:
Hit: 
Wound: 
Rend:
Damage:
Range:
A
Move: 8"
Wounds: 1
Bravery: 5
Save: 6+ (5+ with Star-buckler)
Attacks: 1
Hit: 5+
Wound: 5+ 
Rend: -
Damage: 1
Range: 16"
94
Q

Skink Abilities (2)

1) Swarming Cohort
2) Star-buckler

A

(1) Swarming Cohort: Add 1 to attacks for all weapons if unit has 15 or more models
(2) Star-buckler: Add 1 to save rolls

95
Q
Chameleon Skink Statline (Dartpipe) 
Move:
Wounds:
Bravery:
Save:
Attacks:
Hit: 
Wound: 
Rend:
Damage:
Range:
A
Move: 8"
Wounds: 1
Bravery: 5
Save: 6+
Attacks: 2
Hit: 3+
Wound: 4+ 
Rend: -
Damage: 1
Range: 16"
96
Q

Chameleon Skink Abilities (3)

1) Chameleon Ambush: (a and b)
2) Perfect Mimicry
3) Star-Venom

A

1)
a) Chameleon Ambush: Instead of putting on battlefield you can put them in reserve. They can come on end of movement phase 9” from enemy units
b) At the end of the movement phase if this unit is on the table it can redeploy as stated above (a)
2) Perfect Mimicry: Cover modifier is +3 to save instead of 1 (3+)
3) Star-venom: Hit rolls of 6 with a dartpipe do a MW and attack sequence ends.

97
Q
Saurus Warriors Stat Line (Celesite Spear)
Move:
Wounds:
Bravery:
Save:
Attacks:
Hit:
Wound: 
Rend:
Damage:
Range:
A
Move: 5"
Wounds: 1
Bravery: 8
Save: 4+
Attacks: 1
Hit: 4+
Wound: 3+
Rend: -
Damage: 1
Range: 2"
98
Q
Saurus Warriors Stat Line (Powerful Jaws)
Move:
Wounds:
Bravery:
Save:
Attacks:
Hit:
Wound: 
Rend:
Damage:
Range:
A
Move: 5"
Wounds: 1
Bravery: 8
Save: 4+
Attacks: 1
Hit: 5+
Wound: 4+ 
Rend: -
Damage: 1
Range: 1"
99
Q

Slann Starmaster Abilities

1) Arcane Vassal
2) Foresight
3) Masters of the Order
4) Comet’s Call (Spell)
5) Gift from the Heavens (CMD Ability)

A

1) Arcane Vassal: Before casting a spell you can pick one Skink Wizard WN 12” or ORACLE anywhere on battlefield. Measure range from that model.
2) Foresight: Start of hero phase roll 2 dice. On a 4+ you receive 1 CMD point
3) Masters of the Order: Add 1 to casting, dispelling and unbinding for Lord Kroak and he can unbind/dispel from any range
4) Comet’s Call: CV 7. Pick up to D3 enemy units on the battlefield and they all suffer D3 MW. If casting roll was 10+, D6 units are affected.
5) Gift from the Heavens (CMD Ability): Use in hero phase proper. Pick 1 Seraphon unit WWN 18”, add 1 to save rolls for missile weapons until next hero phase

100
Q

Salamander Hunting Pack Statline and Abilities (Stream of Fire)

1)
Move:
Wounds:
Bravery:
Save:
Attacks:
Hit:
Wound: 
Rend:
Damage:
Range:

2) It Burns!:
3) Unit Composition:

A
Move: 8"
Wounds: 1 (3 if Salamander)
Bravery: 5
Save: 4+
Attacks: 4
Hit: 3+
Wound: 3+ 
Rend: -2
Damage: D3
Range: 12"

2) It Burns!: Unmodified hit rolls of 6 for Stream of Fire OR Burning Jaw = D3 MW and attack sequence ends
3) Unit Composition: 1 in every 4 models can be a Salamander. The rest are handlers.

a) 1 Salamander, 3 handlers
b) 2 Salamanders, 6 handlers
c) 3 Salamanders, 9 handlers

101
Q

Salamander Hunting Pack Statline and Abilities (Burning Jaws)

1)
Move:
Wounds:
Bravery:
Save:
Attacks:
Hit:
Wound: 
Rend:
Damage:
Range:

2) It Burns!:
3) Unit Composition:

A
Move: 8"
Wounds: 1 (3 if Salamander)
Bravery: 5
Save: 4+
Attacks: 3
Hit: 3+
Wound: 3+ 
Rend: -2
Damage: D3
Range: 1"

2) It Burns!: Unmodified hit rolls of 6 for Stream of Fire OR Burning Jaw = D3 MW and attack sequence ends
3) Unit Composition: 1 in every 4 models can be a Salamander. The rest are handlers.

a) 1 Salamander, 3 handlers
b) 2 Salamanders, 6 handlers
c) 3 Salamanders, 9 handlers

102
Q

Razordon Hunting Pack Statline and Abilities (Volley of Spikes)

1)
Move:
Wounds:
Bravery:
Save:
Attacks:
Hit:
Wound: 
Rend:
Damage:
Range:

2) Instinctive Defence
3) Piercing Barbs
4) Unit Composition

A
1)
Move: 8"
Wounds: 1 (3 if Razordon)
Bravery: 5
Save: 4+
Attacks: 2D6
Hit: 3+
Wound: 4+ 
Rend: -
Damage: 1
Range: 18"

2) Instinctive Defence: If any enemy units are WN 3” at the end of the charge phase it can do a shooting attack with Volley of Spikes but only D6 shots
3) Piercing Barbs: Improve rend by -1 if enemy unit is 6” or less
4) Unit Composition: Unit Composition: 1 in every 4 models can be a Razordon. The rest are handlers.

a) 1 Razordon, 3 handlers
b) 2 Razordons, 6 handlers
c) 3 Razordons, 9 handlers

103
Q

Razordon Hunting Pack Statline and Abilities (Spiked Tail)

1)
Move:
Wounds:
Bravery:
Save:
Attacks:
Hit:
Wound: 
Rend:
Damage:
Range:

2) Instinctive Defence
3) Piercing Barbs
4) Unit Composition

A
1)
Move: 8"
Wounds: 1 (3 if Razordon)
Bravery: 5
Save: 4+
Attacks: 3
Hit: 3+
Wound: 3+ 
Rend: -1
Damage: 2
Range: 1"

2) Instinctive Defence: If any enemy units are WN 3” at the end of the charge phase it can do a shooting attack with Volley of Spikes but only D6 shots
3) Piercing Barbs: Improve rend by -1 if enemy unit is 6” or less
4) Unit Composition: Unit Composition: 1 in every 4 models can be a Razordon. The rest are handlers.

a) 1 Razordon, 3 handlers
b) 2 Razordons, 6 handlers
c) 3 Razordons, 9 handlers

104
Q

Kroxigor Statline and Abilities (3) (Drakebite Maul and Moon Hammer)

1)
Move:
Wounds:
Bravery:
Save:
Attacks:
Hit:
Wound: 
Rend:
Damage:
Range:

2) Moonhammer (see attacks in answer)
3) Battle Synergy

A
1)
Move: 8"
Wounds: 4
Bravery: 7
Save: 4+
Attacks: 4 2) Moon Hammer: Sweeping Blows Attack = number of models WN 2", only 1 in 3 can have a Moon Hammer
Hit: 4+
Wound: 3+ 
Rend: -1
Damage: 2
Range: 2"
3) Battle Synergy: Add 1 to hit rolls for attacks while WWN 6" of SKINK unit
105
Q

Kroxigor Statline and Abilities (3) (Vice-like Jaws)

1)
Move:
Wounds:
Bravery:
Save:
Attacks:
Hit:
Wound: 
Rend:
Damage:
Range:

2) Jaws like a Steel Trap
3) Battle Synergy

A
1)
Move: 8"
Wounds: 4
Bravery: 7
Save: 4+
Attacks: 1
Hit: 4+
Wound: 3+ 
Rend: -1
Damage: 1
Range: 1"

2) Jaws like a Steel Trap: Unmodified 6’s to hit with jaws = 1 MW in addition
3) Battle Synergy: Add 1 to hit rolls for attacks while WWN 6” of SKINK unit

106
Q
Bastiladon Statline (with degradation) and Abilties (Solar Engine)
1)
Move: 
Wounds:
Bravery:
Save:
Attacks:
Hit:
Wound: 
Rend:
Damage:
Range:

2) Light of the Heavens
3) Tide of Snakes

A
1)
Move: 5"
Wounds: 10
Bravery: 6
Save: 1+,2+,3+,4+,4+ (increments of 2 wounds starting with 0-2 and ending on 9+)
Attacks: 9, 8, 7, 6, 5 (increments of 2 starting on 0-2 and ending on 9+)
Hit: 4+
Wound: 3+ 
Rend: -1
Damage: 2
Range: 24"

2) Light of the Heavens: +1 damage with Solar Engine if targeting a CHAOS DAEMON
3) Tide of Snakes: Unmodified hits of 6 with Ark of Sotek = 1 MW and attack sequence ends

107
Q
Bastiladon Statline (with degradation) and Abilties (Ark of Sotek)
1)
Move: 
Wounds:
Bravery:
Save:
Attacks:
Hit:
Wound: 
Rend:
Damage:
Range:

2) Light of the Heavens
3) Tide of Snakes

A
1)
Move: 5"
Wounds: 10
Bravery: 6
Save: 1+,2+,3+,4+,4+ (increments of 2 wounds starting with 0-2 and ending on 9+)
Attacks: 18, 15, 12, 9, 6 (increments of 2 starting on 0-2 and ending on 9+)
Hit: 4+
Wound: 6+ 
Rend: -
Damage: 1
Range: 3"

2) Light of the Heavens: +1 damage with Solar Engine if targeting a CHAOS DAEMON
3) Tide of Snakes: Unmodified hits of 6 with Ark of Sotek = 1 MW and attack sequence ends

108
Q
Bastiladon Statline (with degradation) and Abilties (Bludgeoning Tail)
1)
Move: 
Wounds:
Bravery:
Save:
Attacks:
Hit:
Wound: 
Rend:
Damage:
Range:

2) Light of the Heavens
3) Tide of Snakes

A
1)
Move: 5"
Wounds: 10
Bravery: 6
Save: 1+,2+,3+,4+,4+ (increments of 2 wounds starting with 0-2 and ending on 9+)
Attacks: 3
Hit: 3+
Wound: 3+ 
Rend: -1
Damage: D3
Range: 2"

2) Light of the Heavens: +1 damage with Solar Engine if targeting a CHAOS DAEMON
3) Tide of Snakes: Unmodified hits of 6 with Ark of Sotek = 1 MW and attack sequence ends

109
Q

Terradon Riders Statline (Starstrike Javelin and Sunleech Bolas)

Move: 
Wounds:
Bravery:
Save:
Attacks:
Hit:
Wound: 
Rend:
Damage:
Range:
A
Move: 16"
Wounds: 3
Bravery: 5
Save: 6+
Attacks: 2 Javelin, D6 Bolas
Hit: 4+
Wound: 3+ 
Rend: - 
Damage: 1
Range: 12" Javelin, 6" Bolas
110
Q

Terradon Riders Statline (Razor-sharp Jaws)

Move: 
Wounds:
Bravery:
Save:
Attacks:
Hit:
Wound: 
Rend:
Damage:
Range:
A
Move: 16"
Wounds: 3
Bravery: 5
Save: 6+
Attacks: 4
Hit: 4+
Wound: 4+ 
Rend: -
Damage: 1
Range: 1"
111
Q

Terradon Ability (1)

Deadly Cargo

A

Deadly Cargo: Once per battle after this unit finishes a move, pick 1 enemy unit and each model that passed across any models from that unit. 4+ for each = D3 MW

112
Q

Ripperdactyl Riders Statline and Abilities

1) 
Move: 
Wounds:
Bravery:
Save:
Attacks:
Hit:
Wound: 
Rend:
Damage:
Range:

2) Blot Toad
3) Toad Rage
4) Voracious Appetite

A
1) 
Move: 12"
Wounds: 3
Bravery: 5
Save: 5+
Attacks: 3 (Tearing Jaws, other attack is insignificant)
Hit: 4+
Wound: 3+  
Rend: - 
Damage: 1
Range: 1"

2) Blot Toad: You receive one Blot Toad for each Ripperdactyl unit in your army
3) Toad Rage: Start of combat phase you can set up 1 Blot Toad marker next to 1 enemy unit. If you do you can reroll hits for Ripperdactyls Tearing Jaws WWN 6” of that enemy unit. Blot Toad 1 use only.
4) Voracious Appetite: If the unmodified hit roll for an attack with Tearing Jaws is 6 it explodes.

113
Q

Terradon Chief Abilities (2)

1) Lead from on High
2) Coordinated Attack (CMD Ability)

A

1) Lead from on High: Subtract 1 from hit rolls by melee attacks that target this model
2) Coordinated Attack (CMD Ability): Can be used when Deadly Cargo is used while WWN 12”. Makes bombs go off on a 2+ instead of a 4+

114
Q

Ripperdactyl Chief Abilities (2)

1) Voracious Appetite
2) Ripperdactyl Assault (CMD Ability)

A

1) Voracious Appetite: Unmodified hits of 6 explode

2) Ripperdactyl Assault (CMD Ability): Add 1 to attacks of friendly Ripperdactyl units WWN 18”

115
Q

Terradon Chief Statline (Simplified)
Move:
Wounds:
Save:

A

Move: 16”
Wounds: 5
Save: 6+

116
Q

Ripperdactyl Chief Statline (Simplified)
Move:
Wounds:
Save:

A

Move: 12”
Wounds: 5
Save: 5+

117
Q

Stegadon Abilities (5)

1) Armoured Crest
2) Gout of Sunfire
3) Steadfast Majesty
4) Unstoppable Stampede
5) Coordinated Strike (CMD Ability)

A

1) Armoured Crest: Start of combat phase pick 1 enemy unit WN 3” with up to 5 models. If you do +1 save vs that unit
2) Gout of Sunfire: Do not use normal attack sequence for an attack made with Sunfire Throwers. Instead roll a number of dice = to the number of models WN 8”. 5+ = MW
3) Steadfast Majesty: Reroll Battleshock tests for SKINK units WWN 18”
4) Unstoppable Stampede: Roll a dice for each enemy unit WN 1” of this model when it finishes a charge. 3+ = D3 MW
5) Coordinated Strike (CMD Ability): Use at start of combat phase. Pick 1 friendly Skink unit WWIN 24” until end of phase add 1 to attack characteristic of melee weapons.

118
Q

Engine of the Gods Abilities (4)

1) Armoured Crest
2) Cosmic Engine
3) Steadfast Majesty
4) Unstoppable Stampede

A

1) Armoured Crest: Start of combat phase pick 1 enemy unit WN 3” with up to 5 models. If you do +1 save vs that unit
2) At the start of your shooting phase roll 2D6 and consult table. If SLANN WN 12” roll 3D6
3) Steadfast Majesty: Reroll Battleshock tests for SKINK units WWN 18”
2-3 - Take D3 MW
4-8 - Heal D3 WWN 12” all Seraphon units
9-12 - 1 enemy unit WN 24”, all enemy units WN 12” (both must be visible). 2+ = D3 MW
13-17 - Set up unit of 10 Saurus Warriors WWN 12” and outside of 9” of enemy
4) Unstoppable Stampede: Roll a dice for each enemy unit WN 1” of this model when it finishes a charge. 3+ = D3 MW