Seraphon Flashcards
If a sub allegiance is Starborne what Subfactions can be given to it?
Dracothion’s Tail or Fangs of Sotek
If a sub allegiance is Coalesced what Subfactions can be given to it?
Thunder Lizard or Koatl’s Claw
What can an allegiance Seraphon army do with their Slaan at the end of their hero phase?
Pick a new spell from the Slaan Lore (Celestial Domination)
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?
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.
Cold Blooded: Can Coalesced Bravery be modified?
No
What does the Predatory Fighters suballegiance ability do for Coalesced?
Add 1 to the attacks characteristics of Jaw attacks
What terrain features do not apply to Coalesced units?
Deadly and Sinister
What is a major advantage Coalesced units have to mitigate damage?
Subtract 1 from the damage characteristic to a minimum of 1
What is the Bravery characteristic of any Starborne suballegiance?
10
What is the main benefit of running a Starborne suballegiance other than their ability to teleport?
Access to summoning
In a Starborne army how many Celestial Conjuration points do you start with base and under what conditions?
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.
What are all of of things that can be summoned at the 10 point level? (13)
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
What are all of of things that can be summoned at the 6 point level? (1)
10 Skinks
What are all of of things that can be summoned at the 15 point level? (5)
3 Kroxigor 1 Saurus Astrolith Bearer 1 Suarus Sunblood 1 Skink Starpriest 1 Skink Starseer
What are all of of things that can be summoned at the 20 point level? (3)
20 Saurus Warriors
1 Saurus Scar-Veteran on Carnosaur
1 Bastilidon
What are all of of things that can be summoned at the 25 point level? (3)
1 Stegadon
1 Skink Oracle on Troglodon
1 Saurus Oldblood on Carnosaur
What are all of of things that can be summoned at the 30 point level? (2)
1 Engine of the Gods
1 Stegadon with Skink Chief
What phase and what is the the wholly within range for units summoned by a Seraphon army and what units can do the summoning?
At the end of the movement phase, wholly within 12” of a Slann, Oracle or Saurus Astrolith Bearer
What is the rule for the teleport in a Starborne army?
1 friendly Starborne unit anywhere on the battlefield and transport it anywhere on the battlefield outside of 9” from enemy units.
SLANN Artefacts of Power 1: Zoetic Dial
After set up is complete but before battle begins write down a battleround. On that battleround heal all wounds allocated to the bearer.
SLANN Artefacts of Power 2: Light of the Dracothian
Once per battle auto-unbind 1 spell cast by an enemy wizard within 15” or dispel one endless spell within 15” of the bearer
SLANN Artefacts of Power 3: Prism of Amyntok
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
SLANN Artefacts of Power 4: Itxi Grubs
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.
SLANN Artefacts of Power 5: Plaque of Dominion
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.
SLANN Artefacts of Power 6: Throne of the Lost Gods
Add 4” to move characteristic and 1 to wound Characteristic
SAURUS Artefacts of Power 1: Blade of Realities
Add 1 to the rend and damage characteristic of a SINGLE melee weapon for the bearer that targets a HERO
SAURUS Artefacts of Power 2: Sigils of the Prime Hunter
Every time bearer fights pick 1 enemy unit, 1 = 0 MW, 2-5 = 1 MW, 6 = D3 MW
SAURUS Artefacts of Power 3: Bloodrage Pendant
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)
SKINK Artefacts of Power 1: Incandescent Rectrices
First time bearer is slain roll a dice. 1-3 bearer is slain. 4-6 bear is not slain and fully healed
SKINK Artefacts of Power 2: Cloak of Feathers
Subtract 1 from hit rolls to bearer, add 4” to their move and bearer can fly
SKINK Artefacts of Power 3: Sacred Stegadon Helm
Add 1 to save rolls. Add 1 to damage of melee weapons if they charged
What is the benefit and expense of a bound endless spell?
1) Only Serpahon player can move them and they move them all first before any other endless spells are moved. 2) They cost more
SLANN only Spell Lore 1: Celestial Apotheosis
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
SLANN only Spell Lore 2: Walk Between Realms
CV 6. 1 friendly unit WWN 18” and visible, they can fly
SLANN only Spell Lore 3: Mystical Unforging
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
SLANN only Spell Lore 4: Celestial Equilibrium
CV: 7. Until next hero phase add 1 to casting, dispelling and unbinding rolls for all Seraphon WIZARDs other than the caster.
SLANN only Spell Lore 5: Stellar Tempest
CV: 8. Pick 1 enemy unit WN 24” and visible. Role 1 dice for each model, 5+ = MW
SLANN only Spell Lore 6: Drain Magic
CV: 9. Dispell all endless spells within 24” of the caster (not including BOUND spells)
SKINK only Spell Lore 1: Celestial Harmony
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”.
SKINK only Spell Lore 2: Hand of Glory
CV: 6. Pick 1 friendly unit WWN 18 and visible. Until next hero phase RR hits of 1 for that unit.
SKINK only Spell Lore 3: Extend Astromatrix
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
SKINK only Spell Lore 4: Fiery Convocation
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.
SKINK only Spell Lore 5: Bind Endless Spell
CV: 7. Pick 1 endless spell WN 18” of caster and visible. That spell is BOUND until next herophase.
SKINK only Spell Lore 6: Tide of Serpents
CV: 8. Pick 1 enemy unit WN 12” roll a dice for each model in unit, 5+ = MW
Dracothion’s Tail Faction Ability: Appear on Command
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
Dracothion’s Tail Faction CMD Trait: Ancient Knowledge (SLANN ONLY)
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.
Dracothion’s Tail Faction Artefact of Power: Godbeast Pendant
First time bearer is slain on 1-3 it is slain. On a 4-6 it is not slain and full healed.