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. | ||
RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
Handlers’ Meteoric Javelins [Shoot in Combat] | ||||||||
Handlers’ Meteoric Javelins Shoot in Combat | 12" | 6 | 4+ | 4+ | - | 1 | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Stegadon’s Horns and Jaws [Charge (+1 Damage), Companion] | ||||||||
Stegadon’s Horns and Jaws Charge (+1 Damage), Companion | 6 | 4+ | 2+ | 1 | 2 |
Passive |
Once Per Turn (Army), Any Combat Phase |
KEYWORDS | RAMPAGE |
Your Hero Phase |
KEYWORDS | MONSTER |
ORDER, SERAPHON, SKINK |
Your Charge Phase |
KEYWORDS | CORE, MOVE, CHARGE |
| ||
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. | ||
The MONSTER keyword is used in the following Seraphon warscrolls: