Games Workshop Warhammer Age of Sigmar - Battletome Seraphon

£20.995
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Games Workshop Warhammer Age of Sigmar - Battletome Seraphon

Games Workshop Warhammer Age of Sigmar - Battletome Seraphon

RRP: £41.99
Price: £20.995
£20.995 FREE Shipping

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Dominating Mind – A really useful once per turn ability that can be used to buff wound rolls for a friendly monster unit. A weird sort of mix between Tzeentch and Khorne’s point mechanic. Like Tzeentch, Cosmic Power rewards you for casting spells good, but unlike Tzeentch it also rewards you for shutting down enemy spells. Each turn you receive a Cosmic Power Point (CPP) for each Cosmic Node you have, which includes: This is such a clever redesign. So many elements from the original model are still present – from the Skinks attending the Starmaster to the tusks protruding from his seat, this is an evolution of the original design that remains delightfully truthful to its source material. What’s more, he’s not actually all that difficult to put together. What may seem like quite a complicated build at first does begin to make a lot of sense once you get into the swing of it.

Drain Magic is another excellent buff considering you’re going to have so many spell casters, and Tepok’s will really help with the new Skink calvary and keeping them alive. Lastly, it’s nice you can get Comet’s Call again to smash the enemy! So, we don’t actually have the Seraphon army box in the form that you as a potential buyer will have access to it. Because of a large number of recent leaks, GW have decided to send out only the sprues Seraphon Army box – no books, no cards, no hard-copy build guides, and no actual box either. Now we’re getting to the good stuff. It’s not a secret that Saurus were a real weak point in the book, and the heroes were pretty underwhelming compared to similar Monster Heroes. Well, this is definitely a lot more impressive. He gained 3 more wounds for a max of 15, and like most Monsters in 3.0 books, the drop off on the damage chart is a lot less stark, so he can fight better for longer.Shrewd Strategist (Skink) –A potentially game changing once per battle ability that can be used in your opponent’s combat phase to allow a nearby Seraphon unit to attempt a charge! GW just keeps the new Seraphon models coming! This is an excellent time to be a Seraphon fan, as they are getting one of the biggest reworks we’ve seen in a while for AoS.

The most interesting element of this Warscroll is the Sacred Duty ability which allows this unit to suffer wounds intended for either of the above Heroes. Useful for keeping Klaq-Trok in a fight I guess. Finally one buff spell, Tepok’s Beneficence makes an opponent -1 to wound a skink unit. Skinks are pretty delicate, but you can also use this on say, an Engine of the Gods or Stegadon Chief. A nice easy Casting Value of 5 rounds it off nicely. A 10 pm preview on a Wednesday night here in the states, what a time to be alive! New Seraphon Battletome, Army Box, & More New Minis Revealed! One of the previously neglected subfactions, all Saurus and Kroxigor units get +1 to wound on the charge, and makes Kroxigor units Battleline. Both Saurus and Kroxigor are much improved and if you want a more dino-centric force they’ll both hit harder and take it on the chin. Like Starborne, one returning and all new ones. Tide of Serpents has had it’s range extended to 15″, but it otherwise works the same. Basically a more restricted Comet’s Call, but it has more value here since you can’t get access to Comet’s Call from here anymore. Light of Chotec is a new spell very useful for your monster mash lists, on a Casting Value of 7, roll a die for each wound allocated to a Monster and heal a wound on a 5+. Finally Heavenly Frenzy gives a unit Run and Charge with a Casting Value of 7.

First, the good stuff: the Suarus Warriors look friggin’ magnificent. I didn’t really care all that much for Seraphon as an army until I saw these guys in the Adepticon Preview; to my mind, Seraphon had always been these skinny little chameleon guys, nothing with any real meat or substance to them – but a glance at the Saurus changed my perception of that entirely. What’s more, the new – and as-yet unannounced – Kroxigor take all of the stuff I love about these miniatures and turn it up even further.

First up, they are getting a new form of heavy cavalry that they said dwarfs the old models but didn’t show too many size comparisons. These will supposedly replace the current cold ones in both the lore and physical miniatures. Saurus Scar-Veteran on Aggradon Overall the changes to the book are intriguing. Seraphon were an army with a bunch of “it just works” abilities, a complex machine that opponent’s had few ways of disrupting and could do meaningful destruction at every phase of the game. A super support unit for a Seraphon army. During the Shooting Phase you can either charge up or harness the energy stored in the Cosmic Engine. If you choose the latter you roll 2D6 and compare the result to the chart on the Warscroll. Depending on what you roll you’re able to heal friendly units, deal mortal wounds to enemy units, bestow the strike-first effect on nearby Seraphon units and even summon new Saurus Warior or Skink Cohort units to the battlefield. You can choose to charge up the engine instead of harnessing and this allows you to roll 3D6 rather than 2D6 in the next Shooting Phase. You have to be a bit careful though as on the higher rolls the unit starts to take some mortal wounds itself. The stars have aligned, the orreries have rotated into place, and the sacred spawning pools have been frothing like an overpowered jacuzzi. That’s right – the Seraphon are getting new models and a new battletome. Like Chamelon skinks these are guys you slot in with some leftover points, to keep your opponent on their toes so they don’t know when you’ll appear behind them to snag a point they so absent mindedly left open. Terrawings

Much like their caecilian commanders, Skink Starseers float into battle on arcanite palanquins, which conduct thaumaturgical energy and boost the lizard wizard’s powers. Utilising astromantic tools, orbs of pure star-glass, and their throne’s inbuilt dais, they read the constellations to provide celestial guidance to Seraphon armies. The ‘functional’ metals – so things on the shield, spear, etc. – are based in Balthasar Gold, highlighted with Sycorax Bronze and then washed all over with Agrax Earthshade gloss. Very similar to the Oldblood version but swaps out the Ancient Warlord ability for Maim and Tear which can be used at the end of the combat phase to inflict a number of mortal wounds.

Spacefolder’s Stave –A really powerful artefact that allows you to summon units of Seraphon within 7″ of an enemy rather than 9″! Four Grand Strategies, as usual, and they’re mostly not too bad. Astromatrix has been removed, likely for being a pain in the ass. Let’s get the boring Further the Great Plan out of the way, you’ve seen this one a lot. Complete 4 out of 5 battle tactics using only Seraphon ones. Lives or dies by how good the Battle Tactics are and this is not a good one. While there are some very good ones in there, there’s not enough good ones that arent keyword heavy. The Coalesced’s version of the faction terrain piece is much stronger in my opinion. It not only improves the ‘Jaws’ abilities of nearby Serapon units but also allows you to use the top row of damage tables for nearby monsters, regardless of how many wounds they have suffered! Path To GloryHigher State of Consciousness– Essentially turns the Slann ethereal allowing it to ignore any modifiers to saves.



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