Seraphon – Engine of the Gods

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•SERAPHON WARSCROLL•
Engine of the Gods
8"
14
4+
5
Only the most ancient and formidable Stegadons are trusted to safeguard the arcane relics known as an Engine of the Gods. These arcane treasures were forged by the Old Ones in aeons past and possess the power to alter reality on a fundamental level. Crackling with the energy of a newborn star, one of these devices can send forth cascades of astral fire, restore the spark of life to slain Seraphon, or even unravel the pattern of time itself to ensure victory. These effects are as powerful as they are unpredictable, for the precise knowledge of how to operate an Engine of the Gods was lost millennia ago. The skink attendants trained by the slann to weaponise these devices do so by pressing down upon a series of glowing glyph-plaques, memorising complex patterns of activation as best they can. In doing so, they channel and then direct the Engine’s vast reserves of power, trusting in the Old Ones that the results will be favourable. This is not always the case. It is not unknown for one of the sacred machines to tear itself apart in a fiery detonation, destroying both Stegadon and crew in the blink of an eye. However, when these esoteric treasures are unleashed upon the enemy, the effects are pronounced and catastrophic.
•SERAPHON WARSCROLL•
Engine of the Gods
Damage calculator
RANGED WEAPONS
RngAtkHitWndRndDmg
Handlers’ Meteoric Javelins [Shoot in Combat]
Handlers’ Meteoric Javelins
Shoot in Combat
12"64+4+-1
MELEE WEAPONS
AtkHitWndRndDmg
Stegadon’s Horns and Jaws [Charge (+1 Damage), Companion]
Stegadon’s Horns and Jaws
Charge (+1 Damage), Companion
64+2+12
BATTLE PROFILE

Unit Size: 1      Points: 150
Base size: 120 × 92mm
Can be reinforced: No

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Stegadon’s Horns and Jaws is 4.

Once Per Turn (Army), Any Combat Phase
CREST OF HORNS: A Stegadon prepares to face a charging enemy by turning its mighty head and bracing for impact, impaling the enemy and blunting their attacks with its thickly scaled crest.

Declare: Pick an enemy unit that charged this turn and is in combat with this unit to be the target.

Effect: Roll a D3. On a 2+:
  • Inflict an amount of mortal damage on the target equal to the roll.
  • Add 1 to save rolls for attacks made by that enemy unit that target this unit for the rest of the turn.
KEYWORDSRAMPAGE

Your Hero Phase
COSMIC ENGINE: The Engine of the Gods is an ancient device capable of disrupting the natural laws of the universe.

Declare: Pick if this unit will harness or reserve the power of its cosmic engine.

Effect: If it will reserve the power, place a cosmic power token next to this unit.

If it will harness the power, roll a dice and add the number of cosmic power tokens this unit has to the roll. Then, remove all cosmic power tokens this unit has and pick 1 of the following effects (if possible).

Healing Light: On a 3+, you can Heal (D3) all friendly SERAPHON units wholly within 12" of this unit.

Starlight Summons: On a 5+, you can pick up to 3 friendly SERAPHON units wholly within 12" of this unit. Return 1 slain model to each unit.

Time Slows: On a 6+, you can pick up to 3 friendly SERAPHON units wholly within 12" of this unit. Those units have STRIKE-FIRST for the rest of the turn.

KEYWORDS
MONSTER
ORDER, SERAPHON, SKINK
Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.
Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.
Companion
Unless otherwise specified, attacks made by this weapon are not affected by friendly abilities that modify hit rolls, wound rolls or weapon characteristics, except for those that apply negative modifiers (e.g. ‘Covering Fire’).
Universal Core Abilities - Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

17.2 Mortal Damage
Some abilities inflict mortal damage. If an ability inflicts mortal damage on a unit, add that number of damage points to the unit’s damage pool for that ability (see 18.2 Allocating Damage).
Save Roll
The commander of the target unit rolls a dice, subtracting the attacking weapon’s Rend characteristic from the roll. Unmodified save rolls of 1 always fail. If the roll equals or exceeds the Save characteristic of the target unit, the attack fails and the attack sequence ends. If not, it is a successful attack: move on to the next step.
Passive
SEED OF REBIRTH: Should the bearer of this seed ever fall, its rejuvenating energies will grant them new life.

Effect: The first time this unit would be destroyed, before removing it from play, roll a dice. On a 3+, this unit is not destroyed and any remaining damage points inflicted on it have no effect. Then, Heal (D3) this unit.
21.0 Healing
Some abilities allow you to heal a unit. To heal a unit, remove a number of damage points from the unit equal to the number in brackets after ‘Heal’, e.g. Heal (2).

FAQ

Q:If an ability (e.g. ‘Seed of Rebirth’) would allow a unit that would be destroyed to negate all remaining damage points then heal to prevent that unit from being destroyed, and another ability (e.g. ‘Quenching the Flames’) prevents that unit from healing, would that unit still be destroyed?
A:
Yes.
15.3 Pile-in Moves
Some abilities, such as FIGHT abilities, allow a unit to make a short move called a pile-in move to get into a better position for combat. To do so:

If your unit is in combat: Pick an enemy unit your unit is in combat with to be the target of the pile-in move. Each model in your unit can move up to 3". That move can pass through the combat ranges of any enemy units, but each model must end that move no further from the target unit. At the end of the move, your unit must still be in combat with all units that it was in combat with at the start of the move.

If your unit is not in combat: Each model in your unit can move 3" in any direction. That move can pass through and end within the combat ranges of any enemy units.

  • Pile in: move up to 3".
  • If in combat, the unit must end the move closer, or at least as close, to the target enemy unit.
13.1 Fight Abilities
Abilities with the FIGHT keyword follow a different sequence to other abilities. When the players are using
Combat Phase
abilities as described in 13.0, they cannot use FIGHT abilities.

After the players have finished using
Combat Phase
abilities that are not FIGHT abilities, they must alternate picking 1 eligible unit to use a FIGHT ability, starting with the active player. Each unit in combat must use a FIGHT ability if it is able to.

Once a player has no more units that are eligible to use a FIGHT ability, the other player continues to pick units that are eligible to use a FIGHT ability, one after another, until there are no more units that are eligible to use a FIGHT ability.

  • The active player uses Combat Phase abilities that are not FIGHT abilities, then the opponent does the same.
  • Players alternate picking a unit to use a FIGHT ability, starting with the active player.
  • Each unit must use a FIGHT ability if it is able to.

Errata

Addenda: fought
Add the following definition:

‘fought: A unit has fought if it used any FIGHT abilities in the same turn.’
19.0 Strike-first and Strike-last
If there are any STRIKE-FIRST units in combat after any non-FIGHT combat phase abilities have been used, other units cannot be picked to use a FIGHT ability until those units have been picked to use a FIGHT ability. After all those STRIKE-FIRST units have fought, the active player picks the next unit to fight.

If there are any STRIKE-LAST units in combat, they cannot be picked to use a FIGHT ability if there are any units in combat that do not have STRIKE-LAST and have not yet used a FIGHT ability.

If a unit has STRIKE-FIRST and STRIKE-LAST, treat it as if it had neither.

There may be situations when a unit that has STRIKE-FIRST is not in combat at the start of the phase, but because of moves such as pile-in moves, it is ‘pulled into combat’ later in the phase. In such cases, STRIKE-FIRST has no effect on that unit because it was not in combat at the start of the phase.

Abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST or STRIKE-LAST constraints, so you could not pick a unit with STRIKE-LAST to fight immediately after a unit with STRIKE-FIRST.

FAQ / Errata

FAQ
Q:Can I use an ability that allows a friendly unit that does not have STRIKE-FIRST to fight immediately after a friendly unit that has STRIKE-FIRST if there are one or more enemy units with STRIKE-FIRST that have not yet been picked to fight?
A:
No. As mentioned in the sidebar next to 19.0, abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST constraints, so you cannot pick a unit that does not have STRIKE-FIRST to fight until all other units that have STRIKE-FIRST have fought.
Q:If a friendly unit is the only unit that has STRIKE-FIRST on the battlefield and it has an ability that allows a friendly unit to fight immediately after it, in what order would units be picked to fight?
A:
If you are the active player, the unit that has STRIKE-FIRST would fight first, then you could use the ability to allow another friendly unit to fight immediately after it, and then you would pick the next unit to fight (i.e. three friendly units would fight back to back). If your opponent is the active player, the unit that has STRIKE-FIRST would fight first, you could still use the ability to allow another friendly unit to fight, and then your opponent would pick the next unit to fight.
Q:In the combat phase, if all eligible non-STRIKE‑LAST units have used a FIGHT ability, which player gets to pick the first STRIKE-LAST unit to fight?
A:
The alternating sequence of picking units to use a FIGHT ability would continue and so the player who did not pick the last non-STRIKE-LAST unit would get to pick the first eligible STRIKE-LAST unit in their army to use a FIGHT ability.
Errata
19.0 STRIKE-FIRST and STRIKE-LAST
In the first sentence, replace ‘at the start of the phase’ with ‘after any non-FIGHT Combat Phase abilities have been used’.
STRIKE-LAST
Remove the following text from STRIKE-LAST:
‘If both players have units with STRIKE-LAST, they alternate fighting with those units after all other eligible units have fought, starting with the active player.’
STRIKE-LAST
In the glossary entry for STRIKE-LAST, remove ‘, starting with the active player’.

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