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Seraphon 3.0
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## Allegiance Abilities - Seraphon This section describes the allegiance abilities available to a Seraphon army, including battle traits for the army, command traits for its general and the artefacts of power available to its heroes.
### Battle Traits ##### Warriors of the Stars and the Realms *A Seraphon army will be made up of either celestial Starborne or savage Coalesced warriors that have settled in the Mortal Realms.* After you have chosen the Seraphon allegiance for your army, you must either give it the STARBORNE keyword or the COALESCED keyword. All SERAPHON units in your army gain that keyword, with the exception of models that already have one of the keywords on their warscroll. If your army is a COALESCED army, you can give it the KOATL’S CLAW, NAKAI's WANDERERS, or THUNDER LIZARD keyword. All COALESCED units in your army gain that keyword and you can use the extra abilities listed for that Constellation. If your army is a STARBORNE army, you can give it the CHOTEC's FEATHERS, DRACOTHION’S TAIL, or FANGS OF SOTEK keyword. All STARBORNE units in your army gain that keyword and you can use the extra abilities listed for that Constellation. ##### Cold-blooded *Seraphon are coldly impassive, rigidly steadfast and completely without mercy.* Ignore modifiers (positive or negative) to the Bravery characteristic of SERAPHON units. **Designer's Note:** *Abilities that replace the Bravery characteristic with a set value are not considered modifiers.* ##### Powerful Jaws *A bite from these fearsome creatures is strong enough to rip a limb off a lesser warrior or tear a massive blood chunk from the flank of a beast.* Each time a SAURUS or KROXIGOR unit fights, after all of its attacks have been resolved, pick 1 enemy unit within 1" of the SERAPHON unit and roll 1 dice for each model in the friendly unit within 1" of the enemy unit. These dice rolls are referred to as bite rolls. For each bite roll of 6+, that enemy unit suffers 1 mortal wound. If the SERAPHON unit is a HERO, make 3 bite rolls instead of 1. \columnbreak ### Coalesced Battle Traits COALESCED army only. ##### Predatory Fighters *Coalesced Seraphon have become more closely attuned to the primal ferocity harboured by all members of their race.* Add 1 to bite rolls made for COALESCED SAURUS and COALESCED KROXIGOR units. ##### Scaly Skin *Having achieved true physicality, the scaled hides of Coalesced Seraphon become tougher with the passing of time. Many of their warriors develop thick bony plates and latticeworks of scar tissue that act as natural armour.* Subtract 1 from wound rolls for attacks that target friendly COALESCED units that have the SAURUS, KROXIGOR or MONSTER keyword. ##### Beasts of the Dark Jungles *Primal jungles stretch for miles around the temple-cities of the Coalesced. These perilous wildernesses give rise to truly awe-inspiring reptilian titans, perfect for taming into beasts of war.* When you carry out a monstrous rampage with a COALESCED MONSTER, you can carry out the monstrous rampage below instead of any other monstrous rampage you can carry out with that unit. | Monstrous Rampage | |:---:| |**Warbeast's Fury:** Until the end of the following combat phase, add 1 to the Attacks characteristic of this unit’s melee weapons. If this unit has a mount, this monstrous rampage only effects the mount's weapons. \pagebreakNum ### Starborne Battle Traits STARBORNE army only. ##### Cosmic Power *Drawing on the power of Azyr, the Starborne harness celestial energies to further their designs for reality.* If you have a Starborne army, the following are considered to be cosmic nodes: - Friendly STARBORNE WIZARD units; - Friendly STARBORNE ASTROLITH BEARER units; - Friendly Realmshaper Engine faction terrain features. During the battle, you will be able to receive cosmic power points (CPP) to spend on abilities and summoning units to the battlefield. You begin the battle with 0 cosmic power points. At the start of your hero phase, you receive 1 cosmic power point for each friendly cosmic node on the battlefield. **SPENDING COSMIC POWER POINTS**
In your hero phase, you can spend your cosmic power points on any of the following abilities. You can only use the ability if you have enough cosmic power points to do so, and the same ability cannot be used more than once each phase. |**Spatial Translocation**
*Slann are able to send their warriors through pathways in reality’s skin in the blink of an eye.* You must spend 2 cosmic power points to use this ability. Remove 1 friendly STARBORNE unit wholly within 12" of a friendly SLANN from the battlefield and set it up again on the battlefield more than 9" from all enemy units. That unit cannot move in the following movement phase. **Azure Light**
*Portions of the battlefield are bathed in the energies of the cosmos, knitting together the halfethereal forms of Starborne warriors.* You must spend 4 cosmic power points to use this ability. You can return D3 slain models to each friendly STARBORNE unit with a Wounds characteristic of 1 or 2 that is wholly within 12" of any friendly cosmic nodes. Roll separately for each unit. **Cleanse the Realms**
*Novas of scouring energy begin to coalesce and swirl above the Seraphon, at last erupting outwards with obliterating force to wipe away the impure.* You must spend 8 cosmic power points to use this ability. Roll a dice for each enemy unit within 12" of any friendly cosmic nodes. On a 2+, that unit suffers a number of mortal wounds equal to the roll. **SUMMONING SERAPHON**
At the end of your movement phase, you can spend your cosmic power points to summon 1 unit from the following list and add it to your army. Each unit you summon costs the number of cosmic power points shown on the list, and you can only summon the unit if you have enough cosmic power points to do so. Units must be set up more than 9" from all enemy units and wholly within 12" of a friendly cosmic node. |STARBORNE SERAPHON UNIT |CCP COST| |:-------------:|:-----:| |1 Stegadon |24| |10 Saurus Guard |20| |10 Saurus Warriors |18| |3 Kroxigor |16| |5 Raptordons| 14| |Spawn of Chotec |12| |3 Terradon Riders| 10| |3 Ripperdactyl Riders| 8| |10 Skinks| 6| ##### Lords of Space and Time *Starborne slann are masters of cosmic sorcery, possessing nearly limitless arcane insight.* At the start of your hero phase, you can carry out the following heroic action with a friendly STARBORNE SLANN instead of any other heroic action you can carry out with that HERO. | Heroic Action | |:---:| |**Channel Ley-paths:** Pick 1 friendly STARBORNE SLANN and roll a dice. On a 2+, you gain 3 cosmic power points. \pagebreakNum ### Command Traits ##### Starmaster Disciplines SLANN Only. **Arcane Might** *With the authority of aeons, this powerful slann commands the flow of magic on the battlefield.* *Starborne only.* This general can control up to 3 predatory endless spells per hero phase. In addition, when this general casts a spell that summons an endless spell, the range of that spell is doubled. **Dominating Mind** *This slann can telepathically seize control of the monstrous beasts their servants bring to war.* *Coalesced Only.* Once per turn, at the start of your hero phase, you can pick 1 friendly COALESCED MONSTER unit on the battlefield and say that it will have its mind dominated by this general. Add 1 to wound rolls for attacks made with melee weapons by that unit until the start of your next hero phase. If the unit picked to have its mind dominated has a mount, this command trait only affects attacks made by that unit’s mount. **Higher State of Consciousness** *So deep are the Starmaster’s thoughts that their body becomes a ghostly image as it slips from this reality..* Ignore modifiers (positive and negative) to save rolls for attacks that target this general. **Lord of Celestial Resonance** *This slann is so attuned to the energies of the heavens that they can manipulate them with a mere thought..* *Starborne only.* Each time this general successfully casts a spell that is not unbound you receive 1 cosmic power point. **Vast Intellect** *No secret is unknown to the mind of this unfathomable being.* This general knows 2 extra spells from the Lore of Celestial Domination. **Wrath of Aeons** *This slann’s cold disdain for any who would thwart the will of the Old Ones has spread to their more ferocious servants.* *Coalesced Only.* Once per battle, at the start of your combat phase, you can say that this general will rouse the wrath of the Seraphon. If you do so, until the end of that phase, add 1 to the Attacks characteristic of melee weapons used by friendly SAURUS and KROXIGOR units while they are wholly within 12" of this unit. \columnbreak ##### Celestial Attendants SKINK Only. **Sotek's Chosen** *This red-crested skink leads a particularly vicious warparty across the realms.* *Starborne only.* Add 2 to the Attacks characteristic of this general's melee weapons. In addition, while this general is on the battlefield, add 1 to wound rolls for attacks made with melee weapons by friendly SKINK COHORT units that made a charge move in the same turn. **Nimble Warleader** *This skink warrior leads their spawn-kin at a lightning-fast pace.* Roll 2D6 instead of D6 when making run rolls for friendly SKINK units while they are wholly within 18" of this general. **Shrewd Strategist** *With reptilian calculation, this general looks for opportunities to strike.* Once per battle, at the start of your opponent’s combat phase, you can pick 1 friendly SERAPHON unit wholly within 18" of this general. If that unit is within 12" of any enemy units but more than 3" from all enemy units, it can immediately attempt a charge. ##### Savage Commanders SAURUS Only. **Prime Warbeast** *The beast this general rides upon is particularly vicious.* Unit with mount only. Add 1 to the Attacks characteristic of the weapons used by this general’s mount. **Thickly Scaled Hide** *The hard scales covering this general can deflect even the sharpest blade.* Add 1 to save rolls for attacks that target this general. **Vengeful Defender** *This spawnlord tirelessly hunts foes through the Seraphon’s sacred domains.* *Coalesced Only.* At the start of your hero phase, if this general is wholly within your territory, you can pick this general and up to 2 different friendly SAURUS or KROXIGOR units wholly within 12" of this general to each make a normal move. \pagebreakNum ### Artefacts of Power ##### Relics of the Warrior SAURUS only **Blade of Realities** *This pan-dimensional weapon exists to bring about the end of tyrants.* Pick 1 of the bearer’s melee weapons. Improve the Rend characteristic of that weapon by 1. In addition, add 1 to the damage inflicted by each successful attack made with that weapon that targets a HERO. **Bloodrage Pendant** *Carved from the bones of Carnosaurs or the most aggressive Ghurish megafauna, those warriors who bear a Bloodrage Pendant find their killing frenzy amplified as their own flesh is split and rent.* Add 2 to the Attacks characteristic of the bearer’s melee weapons if they have suffered any wounds in this turn. **Sotek’s Gaze** *The eyes of this gilded war-mask resonate with the pitiless hunger of the Serpent God. Lesser foes cannot help but be cowed by its gaze.* Enemy models with a Wounds characteristic of 1 or 2 cannot contest objectives while they are within 6" of the bearer. ##### Vestments of the Priesthood SKINK only **Incandescent Rectrices** *This vibrant plumage instils the bearer with the restorative power of the heavens.* The bearer becomes a PRIEST. In addition, at the start of each of your hero phases, you can heal 1 wound allocated to the bearer. **Cloak of Feathers** *The colourful cloaks worn by some skink priests are woven from the shining feathers of star-eagles.* Unit that does not have the MONSTER keyword only. Subtract 1 from hit rolls for attacks that target the bearer. In addition, add 4" to the bearer’s Move characteristic, and the bearer can fly. **Sacred Stegadon Helm** *The horns of this golden helm are said to be fragments of the great Xelbabia’s, a truly colossal Stegadon who served the Old Ones at the dawn of history.* Add 1 to save rolls for attacks that target the bearer. In addition, add 1 to the Damage characteristic of melee weapons used by the bearer if they made a charge move in the same turn. ##### Treasures of the Old Ones SLANN only. **Relocation Orb** *Only the slann can hope to bind the energies of these bizarre relics, drawing upon their power to rapidly translocate across reality.* Once per battle, at the end of a phase, if the bearer has had any wounds allocated to them in that phase, you can remove the bearer from the battlefield and set them up anywhere on the battlefield more than 9" from all enemy units. **Prism of Amyntok** *This prism can channel aetheric power from the skies to blast the bearer’s foes with a beam of pure white energy.* Once per battle, at the start of a phase, pick 1 enemy unit within 12" of the bearer and roll a dice. On a 2+, that enemy unit suffers a number of mortal wounds equal to the roll. **Spacefolder’s Stave** *By focusing on this esoteric baton, the Starmaster sees the teleportation technologies of their vessel glow with enhanced power.* *Starborne Only.* Once per turn, at the end of your movement phase, if the bearer is on the battlefield, you can say that they will guide the arrival of their celestial reinforcements. If you do so, the next friendly STARBORNE unit to be set up on the battlefield can be set up more than 7" from all enemy units instead of more than 9". **Itxi Grubs** *Itxi grubs are small, worm-like creatures found in those places where the ground is most saturated in arcane power, and they are amongst a slann’s favourite delicacies.* *Coalesced Only.* At the start of each hero phase, you can heal 1 wound allocated to the bearer. In addition, in your hero phase, you can re-roll 1 casting roll or 1 dispelling roll for the bearer, and in the enemy hero phase, you can re-roll 1 unbinding roll for the bearer. **Coatl Familiar** *Though only a juvenile example of the great feathered serpents, this winged creature is still sacred to the mage-god Tepok.* Once per battle, at the start of your hero phase, you can say that the bearer will be blessed by Tepok. If you do so, the bearer can attempt to cast 1 additional spell in that hero phase, and that spell can be any spell from the Lore of Celestial Domination. **Throne of the Lost Gods** *The palanquin that bears this slann is a particularly advanced example of Old One technology.* Add 4" to the bearer’s Move characteristic, and add 1 to save rolls for attacks that target the bearer. \pagebreakNum ### Mount Traits You can pick 1 HERO with the STEGADON, CARNOSAUR or TROGLODON keyword in your army to have 1 of the following mount traits. **Beastmaster** *The rider of this monstrous beast has learned precisely how to get the best from them in battle.* Once per battle, in your hero phase, you can declare that this mount will be swift. If you do so, until your next hero phase, it can run and still shoot and/or charge in the same turn. **Hulking Warbeast** *This creature is even larger than the mounts the Seraphon normally ride into battle.* Increase this unit's Wounds characteristic by 2. **God-beast** *This beast and its rider are chosen for a great purpose, and the Old Ones protect them until that day.* This unit has a 5+ ward against mortal wounds. **Gargantuan Jaws** *This Carnosaur is a particularly ravenous beast, and swallows foes whole with ease.* *Carnosaur only.* When this unit makes bite rolls against a unit with a wounds characteristic of 1 or 2, you can roll 1 additional dice. **Earthshaking Charge** *The ground trembles when this great beast charges into battle.* *Stegadon only.* At the end of your charge phase, if this unit made a charge move in the same turn, you can pick 1 enemy unit within 1" of this unit and roll a dice. On a 4+, the strike-last effect applies to that enemy unit in the following combat phase. **Odious Stench** *This swamp-beast fills the air with a horrifying stench that warm-bloods can barely tolerate.* *Troglodon only.* The range of this unit’s Stench of Death ability is 12" instead of 9". \pagebreakNum ### Spell Lores ##### Lore of Primal Manipulation SKINK (including Unique units) only. **Celestial Harmony** *Arms raised, the caster infuses their allies with the calming light of Azyr.* Celestial Harmony is a spell that has a casting value of 7 and a range of 18". If successfully cast, all friendly STARBORNE SERAPHON units wholly within range and visible to the caster have a Bravery characteristic of 10 until your next hero phase. **Heavenly Frenzy** *The priest siphons power from the most wrathful asterisms and funnels it into their already savage spawn-kin.* Heavenly Frenzy is a spell that has a casting value of 7 and a range of 18". If successfully cast, pick 1 friendly COALESCED SERAPHON unit wholly within range and visible to the caster. Until the end of the turn, that unit can run and still charge later in the turn. **Speed of Huanchi** *With the grace and momentum of a prowling beast, the allies of the priestly mage are filled with a celestial haste.* Speed of Huanchi is a spell that has a casting value of 6 and a range of 18". If successfully cast, pick 1 friendly KROXIGOR or SKINK unit that is not a MONSTER and that is wholly within range and visible to the caster. That unit can make a normal move. **Light of Chotec** *The wizard calls upon the sun god Chotec to energise an injured warrior with rays of invigorating solar magics.* Light of Chotec is a spell that has a casting value of 6 and a range of 12". If successfully cast, pick 1 friendly SERAPHON model wholly within range and visible to the caster. Heal 1 wound allocated to that model. If the number of wounds allocated to the model is equal to or greater than half of the bearer’s Wounds characteristic (rounding up), heal D3 wounds instead. \columnbreak ##### Lore of Celestial Domination SLANN (including Unique units) only. **Comet’s Call** *Their consciousness soaring up to the heavens, the slann summons a cluster of comets before casting them into the enemy’s ranks.* Comet’s Call is a spell that has a casting value of 7. If successfully cast, pick up to D3 different enemy units on the battlefield. If the casting roll was 10+, pick up to D6 different enemy units instead of up to D3. Each of those units suffers D3 mortal wounds (roll separately for each unit). **Celestial Equilibrium** *The slann’s form seems to shimmer and fade as it draws links between its allies and the turnings of the stars.* Celestial Equilibrium has a casting value of 6. If successfully cast, until your next hero phase, add 1 to casting, dispelling and unbinding rolls for friendly WIZARDS. **Empowered Celestite** *Tapping into the ancient technologies within the Seraphon’s weapons; for a few moments, every strike shatters armour.* Empowered Celestite is a spell that has a casting value of 6 and a range of 18". If successfully cast, pick 1 friendly SAURUS unit wholly within range and visible to the caster. Until the start of the next hero phase, improve the Rend characteristic of that unit’s melee weapons by 1. This does not effect mounts. **Mystical Unforging** *The magic of unmaking flies from the slann’s outstretched hands.* Mystical Unforging is a spell that has a casting value of 8 and a range of 18". If successfully cast, pick 1 enemy unit within range and visible to the caster. Until the start of your next hero phase, the Rend characteristic of that unit’s weapons is treated as ‘-’. **Stellar Tempest** *Without warning, a blistering celestial storm descends upon the foe.* Stellar Tempest has a casting value of 8. If successfully cast, pick 1 enemy unit within 24" of the caster and visible to them. Roll 1 dice for each model in that unit. For each 5+, that unit suffers 1 mortal wound. **Telepathic Summons** *Words of power resonate in the minds of the Starmaster’s warriors before they blink out of reality, only to reappear by the slann’s side.* Telepathic Summons is a spell that has a casting value of 6 and a range of 12". If successfully cast, pick 1 friendly SERAPHON unit that is not a MONSTER and that is visible to the caster. Remove that unit from the battlefield and set it up again wholly within range of the caster and more than 9" from all enemy units. That unit cannot move in the next movement phase. \pagebreakNum ### Constellations ##### Chotec's Feathers **Sun-god's Swiftness:** Chotec's Feathers TERRADON and RIPPERDACTYL units can run and still shoot or charge later in the same turn. (Terradon and Ripperdactyl Riders count as battleline) ##### Dracothion’s Tail *Whipping across the heavens, Dracothion’s Tail is said to mirror the mood of Azyr itself. The Seraphon warriors of this vast constellation are swift and unpredictable, and when bolstered by the blessings of their mystical Starmasters they strike without warning to bring the vengeance of the heavens down upon their foes.* **Appear on Command:** During deployment, instead of setting up a DRACOTHION’S TAIL unit on the battlefield, you can place it to one side and say that it is set up on the temple-ship as a reserve unit. You can set up 1 unit on the temple-ship for each DRACOTHION’S TAIL unit you have set up on the battlefield. At the end of your movement phase, you can set up 1 or more of the reserve units on the temple-ship on the battlefield, wholly within 12" of a friendly cosmic node and more than 9" from all enemy units. ##### Fangs of Sotek *The Fangs of Sotek strike as swiftly as a streaking meteor. Cohorts of stealthy skirmishers populate their armies, and are masters of the hit-and-run attack; enemies find it impossible to land a blow against the crafty skink warriors, their plans cast into ruin in the moments before a brutal saurus assault crashes home.* **The Serpent Strikes:** The commanding player of a Fangs of Sotek army can use the Redeploy command ability up to 3 times in each of their opponent’s movement phases. Each command must be received by a friendly SKINK unit. No command points are spent the second and third times that command is issued in that phase. \columnbreak ##### Koatl’s Claw *Butchery and brutality are the hallmarks of Koatl’s Claw. The sheer savagery of Ghur has buried its way into the hearts of these Coalesced, rendering them furious and unsubtle fighters. Their saurian legions fight without heed for their own survival, a tide of thick scale and sharp fangs come to obliterate all before them.* **Savagery Incarnate:** Add 1 to wound rolls for attacks made by friendly KOATL’S CLAW SAURUS units that made a charge move in the same turn. (Aggradons are Battleline) ##### Nakai's Wanderers **Nomadic Warriors:** NAKAI'S WANDERERS KROXIGOR units add 1 to run and charge rolls. In addition, instead of deploying a friendly NAKAI'S WANDERERS KROXIGOR unit on the battlefield, you can place it to one side as a reserve unit. At the end of your movement phase, you can set up one or more of the reserve units on the battlefield, more than 9" from any enemy units and wholly within 6" of the edge of the battlefield. Any reserve units waiting to appear at command which are not set up on the battlefield before the start of the fourth battle round are slain. (Kroxigors count as battleline) ##### The Thunder Lizard *Guardians of the Old Ones’ most precious treasures, the Thunder Lizard brook no intruders into their domains. Their golden temple-cities rise high amidst the most magically volatile wildlands of the Mortal Realms, and their armies are filled with technological relics of a lost age and the most fearsome beasts of war imaginable.* **Mighty Beasts of War:** Increase the attacks characteristic for THUNDER LIZARD units Skystreak Bow, Solar Engine, and Sunfire Thrower weapons by 1. In addition, at the end of the charge phase, you can carry out 2 monstrous rampages with each friendly THUNDER LIZARD MONSTER instead of 1. (Stegadons count as battleline) \pagebreakNum
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## Pitched Battle Profiles The table below provides points, minimum unit sizes and battlefield roles for the warscrolls and warscroll battalions in this book, for use in Pitched Battles. | Warscroll | Min | Points | Battlefield Role | Notes |:--------:|:-----------:|:-----------:|:-----------:|:-----------:|:-----------:|:-----------:| | Saurus Warriors | 10 | 180 | Battleline | | Skink Cohort | 10 | 80 | Battleline | | Saurus Guard | 5 | 130 | Battleline | | Lord Kroak | 1| 460 | Leader, Unique | | Slann Starmaster | 1| 280 | Leader | | Skink Starpriest | 1| 110 | Leader | | Skink Starseer | 1| 150 | Leader | | Ripperdactyl Chief | 1| 90 | Leader | | Terradon Chief | 1| 90 | Leader | | Saurus Oldblood | 1| 120 | Leader | | Saurus Scar-Veteran on Aggradon | 1| 140 | Leader | | Saurus Astrolith Bearer | 1| 140 | Leader | | Saurus Oldblood on Carnosaur | 1| 270 | Leader, Behemoth | | Saurus Scar-Veteran on Carnosaur | 1| 250 | Leader, Behemoth | | Skink Oracle on Troglodon | 1| 250 | Leader, Behemoth | | Skink Chief on Stegadon | 1| 270 | Leader, Behemoth | | Bastiladon | 1 | 220 | Behemoth | | Engine of the Gods | 1| 270 | Behemoth | | Stegadon | 1 | 240 | Behemoth | Battleline in a Thunder Lizard army | Aggradon Lancers | 3 | 200 | |Battleline in a Koatl's Claw army | Hunters of Huanchi with Blowpipes | 5 | 110 | | | Hunters of Huanchi with Bolas | 5 | 90 | | | Kroxigor Stonemovers | 3 | 170 | | Battleline in a Nakai's Wanderers army | Kroxigor Warspawned | 3 | 170 | | Battleline in a Nakai's Wanderers army | Raptordon Chargers | 5 | 150 | |Battleline in a Fangs of Sotek army | Raptordon Hunters | 5 | 130 | |Battleline in a Fangs of Sotek army | Ripperdactyl Riders | 3 | 100 | |Battleline in a Chotec's Feathers army | Terradon Riders | 3 | 100 | |Battleline in a Chotec's Feathers army | Terrawings | 3 | 70 | | | Spawn of Chotec | 1 | 110 | Artillery | Single
\pagebreakNum ## Changelog _Coalesced and Starborne relavent buffs and nerfs indicated #### Major Changes - Combined Enhancement sections (leaving a few exclusives to each army type) to increase build variety and make army balance easier. Allows stegadon focused Coalesced Builds and more **C+** - Added Mount Traits **C+ S+** - Added Cold-blooded because it should always exist in some form **C+ S+** - Cleaned up Saurus Jaws rules from being on warscrolls, this also allows it on Aggradons and Carnosaurs **C+** - Removed Kroak's unique death mechanic - Slann warscroll cleanup - Cleaned up Skink warscroll weapon options - Re-gave the army access to a priest #### Coalesced Changes - Changed -1 damage to -1 to wound for more consistent preformance **C-** - Increased range on Realmshaper and added 6+ Ward **C+** - Replaced situational rampages with one simple strong one (reworked into mount traits) **C+** - Cleaned up Stegadon Warscrolls and rewrote Engine of the Gods - Fixed Carnosaurs redundant self-buff and added synergy with Coalesced **C+** - Simplified and differentiated Kroxigor - Returned Thunder Lizard to a shooting list #### Starborne Changes - Reduced and cleaned up CPP generation and differentiated it from Tzeentch, shifting into heroic action **S---** - Changed activation points to make abilities relatively cheaper compared to summoning - Moved +1 to cast from Astrolith to new ability to reduce reliance on that model - Added Red-crested Cult inspired army build - Slight point discounts to make up for reduced summoning **S+** #### General Tweaks - Points Increases: Ark of Sotek, Hunters of Huanchi with Bolas, Raptordon Chargers - Tweaked Salamander to be less swingy - added an ability to solar engine - Tweaked Saurus Guard to be 4+ for all heroes and 2+ for slann (like stormvermin) - Added 2 subfactions