Age of Sigmar/Tactics/Edition 1.0/Seraphon: Difference between revisions
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'''Saurus Warriors:''' Get +1 to hit if the unit has 20+ models, and everyone gets an extra attack when they're 30+. Nice. | '''Saurus Warriors:''' Get +1 to hit if the unit has 20+ models, and everyone gets an extra attack when they're 30+. Nice. | ||
'''Temple Guards:''' Nice to guard any hero, giving him +2 Bravery and +1 Save as long as they are within 8". | '''Temple Guards:''' Nice to guard any hero, giving him +2 Bravery and +1 Save as long as they are within 8".(Another way to read the rule is the unit of temple guard gets+2 and +1 save.) | ||
'''Saurus Cavalry:''' If armed with spears, a 6 to hit inflicts a mortal wound along with the eventual regular wound. | '''Saurus Cavalry:''' If armed with spears, a 6 to hit inflicts a mortal wound along with the eventual regular wound. |
Revision as of 01:18, 22 July 2015
Your Lizardmen, who are acting as Order Daemons in the Age of Sigmar setting to pop up behind enemy lines.
Lizardmen summary
Now Slann can summon every unit in the scrolls. Yes.
Lizardmen Warscrolls
Forenote: The following section will be arranged with similar units and formations being grouped together for easier reading.
This is by no means a complete guide. Also due to the relatively recent release of Age of Sigmar, most of this is based on theory. Take everything with a grain of salt.
Named Characters
Lord Kroak: The big guy doesn't have an exact number of wounds: during the Battleshock phase, roll a die, add the amount of wounds he suffered in the turn and if it's higher than his Bravery he is dead, otherwise he heals all wounds. In addition, if anything would flat out kill him, he instead takes d6 mortal wounds. He's the only wizard with two exclusive spells: one allows him to inflict d3 (d6 on Chaos Daemons) mortal wounds on every enemy unit within 3d6" and can be used three times in a turn (with a +1 on the casting value on each successive usage), the other inflicts d3 mortal wounds on d3 (d6 if you rolled 10+ when casting) units of your choice. His command ability can give you up to 3 rerolls each turn.
Kroq-Gar: He wounds on 2+ against Chaos Daemons in the Shooting Phase, gives two extra attacks to a second Saurus hero within 20", and now Grymloq has Blood Frenzy like regular Carnosaurs, albeit his bite hits on a 4+ rather than on the usual 3+.
Chakax: He now gives an extra attack to every Temple Guard nearby, can take wounds for nearby Slann... and nothing else.
Gor-Rok: Well... He deals a total of 7 attacks before his special ability. If he rolls a 6 to hit, that attack becomes d3 attacks. And then, a 6 to wound deals d3 wounds with that single attack. Also, his command ability allows him to choose an enemy unit within 15" and lets every Saurus unit reroll failed to hit rolls against that unit until your next turn. And his shield blocks every Rend up to -3.
Tehenhauin: His snakes make 6s to hit an automatic mortal wound. His command ability allows every Skink within 18" to reroll any 1 to hit. He also has the Priestly Rites ability from regular Skink Priests, something that Tetto'Eko amusingly lacks.
Tetto'Eko: He is now the only non-Slann wizard our little pals have, with his unique spell allowing him to give either +1 or -1 to single dice roll made by a nearby unit in each phase. His other ability has both players choose a random number between 1 and 6: if the players chose different numbers you get a number of rerolls equal to the number you chose, but if you and your opponent chose the same number he gets the rerolls.
Oxyotl: If he does nothing in the movement phase (afters 1st turn AND he was already on the board), he wounds on a 2+ in the subsequent shooting phase. But the real deal is that now Chameleon Skinks, instead of moving regularly, can just vanish during the Hero Phase and reappear anywhere you want during Movement Phase. This is on top of the ability the chameleons have to get a 3+ save as long as they occupy terrain instead of the normal terrain benefits (so no 2+ save).
Saurus units
Slann: Not technically a Saurus, but we couldn't find another place to insert him. Can cast and unbind 3 spells per turn, gives every fellow Seraphon within 10" the ability to fly and reroll saves in the Shooting Phase, can move constellations allowing either rerolls 1 to hit, add 1 to every spell casting attemt or add 1" to run and charge; you can change the constellation before casting spells in your Hero Phase on a 4+, but a 1 on that roll will negate spells for that turn. His exclusive spell makes every Daemon on the field roll their Battleshock tests on 2d6, keeping the highest if it's a Chaos Daemon or the lowest if it's a Celestial Daemon (read: a Seraphon/Lizardman/whatever). He can also summon any non-Slann unit in the Warscrolls, and can cast through any Skink hero and Troglodons rather than only through Priests.
Saurus Oldblood: Either on foot or on a Cold One. On foot he allows every Saurus within 5" to reroll 1s to wound and his command ability allows every unit within 10" to rearrange themselves. If he takes a Cold One he can get tons of extra attacks with some rolls (3 attacks, after that on a 4+ you can get 3 more attacks, and 3 more after that on a 6+) while allowing rerolls on 1 to charge and to hit to every Saurus within 8" and giving an extra attack to Cold One Cavaliers in the same range.
Scar-Veteran: Can either get a Battle Standard or a Carnosaur. Battle Standard allows any Seraphon within 10" to reroll failed to hit and also gives +1 to casting spells and +8" to spell ranges, while the Carnosaur allows any Saurus unit within 15" to get extra attacks for each 6 to hit. The Carnosaur itself is filled with interesting abilities: his bite attacks get +2 to hit if he targets a monster he already wounded successfully with both his claw attacks in the same turn. In addition, if his bite attack kills an enemy model he can run and charge in the same turn for the remainder of the game and can make d3 models flee from an enemy unit within 8" in the Battleshock Phase regardless of whether the test is passed or not (you just have to roll over their battleshock roll not counting bonuses).
Saurus Warriors: Get +1 to hit if the unit has 20+ models, and everyone gets an extra attack when they're 30+. Nice.
Temple Guards: Nice to guard any hero, giving him +2 Bravery and +1 Save as long as they are within 8".(Another way to read the rule is the unit of temple guard gets+2 and +1 save.)
Saurus Cavalry: If armed with spears, a 6 to hit inflicts a mortal wound along with the eventual regular wound.
Skink units
Skink Priest: Allows a unit within 8" the ability to reroll charge, run and saves if he rolls a 4+ first. Can either get Priestly Trappings (allowing the aforemented ability to be used on every unit in the range) or a Cloak of Feathers (+1 save, +6" Move and can fly).
Skink Chief: He gets a single reroll in each phase while giving +1 on to hit rolls to a Skink unit within 10".
Skinks: They get a +1 to hit in Shooting Phase if the unit has 20+ models that becomes a +2 if they're at 30+, and can retreat when charged.
Chameleon Skinks: As said before with Oxyotl, they can teleport around instead of moving. Also, scenery gives them a 3+ save (doesn't stack with the normal terrain bonus), and attacks in Shooting Phase deal 2 wounds (3 on Chaos Daemons) if you scored a 6 to hit.
Terradon Riders: First flying cavalry. Once per game they drop moral wound causing boulders on units they passed through in Movement Phase, Sunleech Bolas make every scored hit into d6 wounds, they can reroll hit and wound in close combat (but by doing so they're considered not flying until next turn) and the champion can get a sword that rerolls failed hits against flying units.
Ripperdactyl Riders: The other one. They have the same gliding ability as Terradons, but lose the rocks and the bolas. In exchange, their beak attacks keep rolling to hit until they fail. Also the Blot Toad is still here.
Skink Handlers: Weak as heck lil' guys with goads that automatically wound on a to hit roll of 6. However, they synergize well with some of the monsters, which will be discussed below.
Other
Salamanders: A neat ranged unit that deals d6 wounds for each hit they make. In addition, any hit unit rolls a die at the end of the shooting phase, on a 4+ they take d3 ADDITIONAL MORTAL WOUNDS. Did I mention it has rending -2? When within 3" of a Skink handler, their fire breath goes from 8" to 12".
Razordons: Another ranged unit, Razordons make 2d6 attacks at 12" which gain rending -1 within 6". In addition, on a roll of 4+ they can OVERWATCH CHARGING UNITS. If a Skink handler is within 3", they reroll 1s to hit, which means they only miss on 2s. Nice. Might make a nice wall to march in front of your other units.
Kroxigor: Melee beatsticks that have 4 hammer attacks. 1 in 3 can take a moonhammer, instead gaining attacks equal to all enemies within its 2" range. If their bite successfully wounds an enemy they have a chance to latch on. You roll off with your opponent. If they win, nothing happens but if you win you cause mortal wounds equal to the difference in the roll (meaning your opponent technically wins ties). It appears that these mortal wounds only apply to the model wounded by the jaws, however, meaning they won't spill over onto the unit. If any Skink unit is within 3" of the Krox, they can reroll failed to wound results of 1.
Jungle Swarms: A fun little unit that can regenerate and cause mortal wounds on to hit rolls of 6. EXTREMELY fragile as they have no save at all, but potentially hilarious when your swarm of snakes, toads, and (actual) lizards rolls over the enemy's hero.
Monsters
Engine of the Gods: Replaces everything we said about the Priest from above with a dinosaur and a table: you roll a number of d6 that depends on how many wounds he still has (3 usually, 2 if he suffered 5+ wounds, 1 if he has only one wound: a Slann within 10" allows you to throw an extra dice and discard one of them) and you can either damage yourself, heal yourself, damage a single unit, damage many units, summon any unit from the Seraphon Warscrolls, Slann included, and even force the opponent to skip a turn. It's a bunch of skinks on a GIANT DINOSAUR! Why aren't you playing it?
Stegadon: A monster that buffs skinks and isn't too shabby in combat itself. Unlike the carnosaur, the stegadon seems more fit for range combat with all the ranged attacks it gets. Unlike the next monster, however, it can defend itself in combat a decent amount.
Bastiladon: A crazy tanky monster that ignores rend and can even ignore wounds. It has a GIANT CRYSTAL POWERED LASER on its back and can send out snakes in an AoE for point defense. However, this is a ranged beast. 20" range, 2d6 attacks with -1 rend that do 2 damage? Yes please!
Troglodon: Has the ability to use both range and melee decently. Its skink oracle rider can even unbind magic! Can be hilariously fast, since its ranged attack gives it a +3 to charge distance if it charges a unit it wounded. It gets a bunch of decent attacks in melee and causes enemies within 8" to subtract 1 from their bravery.
Formations
Skink Patrol: You take a skink priest, 2 units of skinks or chameleons in any combo, and a unit of terradon or ripperdactyl riders. For your efforts your skinks gain a unique scout move in that they roll 2d6 per unit and can move that many inches after set-up but before first turn. The priest can pick ANY unit he can see at ANY range and give all units from the skink patrol rerolls to hit and to wound against the chosen unit. The fliers can choose not to set up and instead can be set up more than 3" away from any enemy units in any of your subsequent movement phases. In addition, they add 1 to their wound rolls for that turn's combat.
Saurus Host: A Saurus Oldblood, 3 units of Sauruses, and a unit of temple guard or Saurus Cavalry join together. This allows them to completely ignore battleshock tests (interestingly, the wording allows you to take them if you want as it says "you do not NEED to take battleshock tests..."). In addition, all units in the host make 2 attacks with their jaws and shields instead of 1.
External links
Rules are here [1]