Seraphon – Engine of the Gods
This warscroll does not meet the selection criteria (see Settings tab).

Engine of the Gods

Only in the most dire of circumstances will the Starmasters command an Engine of the Gods to be activated. Borne to battle atop a steadfast elder Stegadon, the power of these devices is unpredictable but often deadly to the enemies of the Seraphon.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Meteoric Javelins
Meteoric Javelins8"45+4+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Massive Horns
Massive Horns2"23+3+-1
Grinding Jaws
Grinding Jaws1"23+3+-12
Crushing Stomps
Crushing Stomps1"3+3+-12
Wounds SufferedMoveMassive HornsCrushing Stomps

Unit Size: 1      Points: 300
Battlefield Role: Artillery, Leader, Behemoth
Base size: 120 x 92mm
Notes: Single


This warscroll can be used in the following warscroll battalions:
 • Thunderquake Starhost
 • Thunderquake Temple-host
 • The Celestial Stampede


An Engine of the Gods is a single model.

SKINK PRIEST: An Engine of the Gods is commanded by a Skink Priest.

CREW: This model has a skink crew that attack with Meteoric Javelins. For rules purposes, the crew are treated in the same manner as a mount.

MOUNT: This model’s Stegadon attacks with its Massive Horns, Grinding Jaws and Crushing Stomps.


Armoured Crest: A Stegadon will turn to face a foe head-on if it can, so that its thickly scaled crest can protect it from harm.
At the start of the combat phase, you can pick 1 enemy unit within 3" of this model and that has up to 5 models. If you do so, until the end of that phase, add 1 to save rolls for attacks made by that unit that target this model.

Cosmic Engine: The Engine of the Gods is an ancient device, so powerful that it is capable of disrupting the natural laws of the universe.
At the start of your shooting phase, you can make 1 cosmic engine roll for 1 model with this ability. Roll 2D6 and look up the roll on the table to the right. If there is a friendly SLANN within 12" of this model, you can choose to roll 3D6 instead of 2D6.

2-3The Engine of the Gods shakes violently as the universe resists its pull.
This model suffers D3 mortal wounds
4-8The Engine thrums furiously and a brilliant white light shines forth.
Heal D3 wounds allocated to each friendly SERAPHON unit wholly within 12" of this model (roll separately for each unit). 
9-12Bolts of azure energy shoot from the Engine and engulf the foe.
You can either pick 1 enemy unit within 24" this model that is visible to it and roll 1 dice, or roll 1 dice for each enemy unit within 12" of this model that is visible to it. On a 2+, that unit suffers D3 mortal wounds
13-17A sudden pulse of starlight heralds the manifestation of new Seraphon warriors.
You can set up 1 unit of 10 Saurus Warriors wholly within 12" of this model and more than 9" from any enemy units, and add it to your army. 
18Time crawls to a halt around the Seraphon warhost.
For the rest of the turn you can re-roll charge rolls for friendly SERAPHON units wholly within 24" of this model, and double the Attacks characteristic of weapons used by friendly SERAPHON units while they are wholly within 24" of this model. 

Steadfast Majesty: Stegadons are almost fearless beasts, and their stubborn refusal to back down when faced by even the most fearsome foes inspires great courage in nearby skinks.
You can re-roll battleshock tests for friendly SKINK units while they are wholly within 18" of any friendly STEGADON units.

Unstoppable Stampede: Stegadons are nigh unstoppable as they crash through the midst of battle.
Roll 1 dice for each enemy unit that is within 1" of this model when this model finishes a charge move. On a 3+, that enemy unit suffers D3 mortal wounds.

22.3.1 Mounts, Companions and Crew
Sometimes the description on a warscroll will say whether the models in the unit have mounts, companions or a crew. When a model attacks, its mount, companions and crew attack too, and when the model is removed from play, its mount, companions and crew are removed too. For rules purposes, companions and crew are treated in the same manner as mounts.
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.

The SLANN keyword is used in the following Seraphon warscrolls:

14.5 Mortal Wounds
Some attacks, spells and abilities cause mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
14.4 Healing Wounds
Some abilities allow you to heal wounds that have been allocated to a model. For each wound that is healed, reduce the number of wounds allocated to the model by 1, to a minimum of 0. You cannot heal wounds on a model that is slain.
11.1 Charge Moves
When you attempt a charge with a unit, make a charge roll for the unit by rolling 2D6. You can then make a charge move with each model in that unit by moving the model a distance in inches that is equal to or less than the charge roll. The first model you move in a unit attempting a charge must finish the move within 1/2" of an enemy unit. If this is impossible, no models in the unit can make a charge move.

You do not have to pick a target for a charge attempt before making the charge roll.
15.1 Battleshock Tests
You must make a battleshock roll for each friendly unit that has to take a battleshock test. To make a battleshock roll, roll a dice and add the number of models in the unit that were slain in that turn to the roll. If the battleshock roll is greater than the unit’s Bravery characteristic, the battleshock test has been failed. If the test is failed, for each point by which the battleshock roll exceeds the unit’s Bravery characteristic, 1 model in that unit must flee. You decide which models flee. A model that flees is removed from play.

If a slain model is returned to its unit in the same turn that it is slain, it still counts as having been slain in that battle round for the purposes of battleshock tests.

The STEGADON keyword is used in the following Seraphon warscrolls:

Leader, Behemoth
Artillery, Leader, Behemoth

The MONSTER keyword is used in the following Seraphon warscrolls:

Leader, Behemoth
Artillery, Leader, Behemoth
• Merwyrm

The STEGADON keyword is used in the following Seraphon warscrolls:

Leader, Behemoth
Artillery, Leader, Behemoth

The PRIEST keyword is used in the following Seraphon warscrolls:

Artillery, Leader, Behemoth

Disable Ads

Boosty subscribers may disable ads:
1. Enter e-mail you have used to login on Boosty.
2. Press Get pin code button (if you don’t have it already)
3. Enter pin code.

Note that login database updated once a day. So, if you are a new booster - try tomorrow. And thank you!
© Vyacheslav Maltsev 2013-2023