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.
Unit Size: 1 Points: 270
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single
An Engine of the Gods is borne by a Stegadon armed with Massive Horns, Grinding Jaws and Crushing Stomps.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Shadowstrike Starhost •
Shadowstrike Temple-host •
Thunderquake Starhost •
Thunderquake Temple-host •
The Celestial Stampede
CREW: This unit has a skink crew armed with Meteoric Javelins.
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 unit 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 unit.
Cosmic Engine: The Engine of the Gods is an ancient device, and such is its power that it is capable of disrupting the natural laws of the universe.
In your
shooting phase, you can say that this unit will either harness or reserve the power of its cosmic engine. If you say that it will harness the power, pick 1 of the effects below and generate a power score by rolling 2D6. If you say that it will reserve the power, nothing happens, but you can roll 1 additional dice the next time this unit harnesses the power of its cosmic engine.
Designer’s Note: A unit can reserve the power of its cosmic engine multiple times before it next harnesses it. For example, if a unit reserves the power of its cosmic engine in 2 of your shooting phases consecutively, when it next harnesses the power of its cosmic engine, you would roll 2 additional dice when generating the power score for a total of 4D6.Healing Light: On a power score of 2-6, nothing happens. On a power score of 7+,
heal D3 wounds allocated to each friendly
SERAPHON unit wholly within 6" of this unit (roll separately for each unit).
Bolts of Azure Energy: On a power score of 2-8, this unit suffers 1
mortal wound. On a power score of 9+, pick 1 enemy unit within 24" of this unit and visible to it, and roll a number of dice equal to the power score. For each 4+, that enemy unit suffers 1 mortal wound.
Time Slows: On a power score of 2-10, this unit suffers D3 mortal wounds. On a power score of 11+, until the end of the turn, the
strike-first effect applies to friendly
SERAPHON units wholly within 6" of this unit.
Starlight Summons: On a power score of 2-12, this unit suffers 3 mortal wounds. On a power score of 13+, you can summon 1
SAURUS WARRIORS unit of 10 models or 1
SKINK COHORT unit of 20 models to the battlefield and add it to your army. The summoned unit must be set up wholly within 6" of this unit and more than 9" from all enemy units.
Steadfast Majesty: Stegadons are near fearless beasts, and their stubborn refusal to back down when faced by even the most terrifying foes inspires great courage in nearby skinks.
Add 3 to the Bravery characteristic of friendly
SKINK units that do not have the
STEGADON keyword while they are wholly within 12" of any friendly units with this ability.
Unstoppable Stampede: Stegadons are nigh unstoppable as they crash through the midst of battle.
After this unit finishes a
charge move, roll a dice for each enemy unit within 1" of this unit. On a 2+, that enemy unit suffers D3
mortal wounds.