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Title: Angelic Beings Version 1.39


Grand Seraphim - November 4, 2006 07:24 PM (GMT)
Welcome back people, to angelic beings version 1.39. This list proves we are still alive and kicking, notable changes should be in bold, but feel free to trawl through and comment on anything and everything.

Obviously things have changed due to the fact most of the Admin team have either moved on/had to become less involved with the site, so this list's changes is largley by my own hand. The Senalim, Crystal and the Zealots are not included due to recent votes for scrapping them.

Things that need to be decided for next edition of list (that springs to mind),

Mount for Cherubim, yay or nay?

Have we got enough choices?

Does the Magic Lore need revising to be brought in line with 7th edition?

Any mistakes, post here, anything needs discussing, make a post!!

GS


Armies of the Angels

Special Rules

Angelic Flight
Most Angels are blessed with mighty feathered wings, which carry them through the air with ease, though they are not as swift as some of the other winged creatures of this earth.
Angelic Flight, All angelic units are blessed with wings, unless otherwised noted and are able to fly up to 10" a turn. This does not mean they can break formation and they must still wheel etc when in the air. Due to their lower flight arc they cannot fly over friendly or enemy units, as this would bring them into contact with them, and thus counts as charging.

Angelic Charge
When the Angels charge they are terrible to behold, borne aloft on their mighty wings, they smash into the enemy ranks in a swirling maelstrom of destruction, bowling the enemy over and continuing on past them, barely halting in their advance.
If an Angelic unit with the Angelic Flight rule charges, defeats, and breaks the enemy in the first turn of combat, they may pursue 3D6 rather than 2D6. They may also overrun 3D6. This has no effect on fleeing, or if they win the combat in later turns.


Angelic Armoury

Swordstick
The Swordstick is a short staff with lethal blades at both ends of the stave. This allows it to be wielded in a variety of styles in the hands of a sufficiently skilled user, striking either in a flurry of blows, or with slower, stronger strikes.
Requires two hands.
At the start of combat, the Angelic player must choose between having the Swordsticks grant +1 attack, or +1 strength. All models in the unit must choose the same mode, and they must stick with that mode the entire combat.





Lords

Cherubim
Pts/Model: 215
Cherubim: M4 Ws7 Bs5 S5 T4 A5 I8 3W Ld10
Equipment: Hand Weapon and Cherubim Robes (5+ ward save).
Options:
May choose either a Halberd (+6pts) an additional hand weapon (+6pts) or a Sword Stick (+14pts).
May wear either light armour (+3pts), heavy armour (+6pts) and may also carry a shield (+3pts).

May choose Blessings from the Angelic Blessings list with a combined maximum total value of 125 pts.

Special Rules: Angelic Flight, Angelic Charge.


Throne
Pts/Model: 220
Ark Virtue: M4 WS5 Bs4 S3 T3 A1 I5 3W Ld9
Equipment: Hand Weapon and Angelic Robes (5+ ward save)
Magic: A Throne is a level 3 Wizard, who can use spells from the Lore of Angels, Light or Heavens lists.
Options:
May be upgraded to a level 4 wizard for +35 points.
May choose Blessings from the Angelic Blessings list with a combined maximum
total value of 100 pts.
Special Rules: Angelic Flight, Angelic Charge.


Heroes

Princedom
Pts/Model: 100
Princedom: M4 Ws6 Bs5 S4 T4 A3 I6 2W Ld9
Can have 50 points of angelic gifts
Equipment: Hand Weapon and Angelic Robes (6+ ward save).
May choose a Halberd (+4pts), an additional hand weapon (+4pts) or an Sword Stick (+9pts)
May wear either light armour (+2pts) or heavy armour (+4pts), may also carry a shield (+2pts)
May choose Blessings from the Angelic Blessings list with a combined maximum total value of 50 pts.

Battle Standard Bearer: One Princedom in the army may carry the Battle Standard for +25 points. He may never be the army General. He may take any combination of Banner Blessings with a combined maximum total value of 125 pts, but if he does he cannot take any other Blessings. He may not be given any extra equipment except for Light or Heavy armour.

Special Rules: Angelic Flight, Angelic Charge.


Dominion
Pts/Model: 140
Dominion: M4 Ws6 Bs4 S5 T4 A4 I7 2W Ld10
Equipment: Hand Weapon and Angelic Robes (5+ ward save)
Options:
May choose a Halberd (+5pts), an additional hand weapon (+5pts) a Sword Stick (+ 11pts), or an Great Weapon (+5pts)
May wear either light armour (+2pts) or heavy armour (+4pts), may also take a shield (+2pts).
May choose Blessings from the Angelic Blessings list with a combined maximum total value of 50 pts.

Special Rules: Angelic Flight, Angelic Charge, Stubborn, May not join any friendly units, May not be general, Hatred of Chaos


Virtue
Pts/Model: 105
Virtue: M4 WS5 Bs4 S3 T3 A1 I5 2W Ld8
Equipment: Hand Weapon, Angelic Robes (6+ ward save)
Magic: A Virtue is a level 1 Wizard, who can use spells from the Lore of Angels, Light or Heavens lists.
Options:
May be upgraded to a level 2 wizard for +35 points.
May choose Blessings from the Angelic Blessings list with a combined maximum total value of 50 pts.
Special Rules: Angelic Flight, Angelic Charge.


Core

1+ Angels
Pts/Model: 12
Angel: M4 WS5 Bs4 S3 T3 A1 I5 1W Ld8
Champion: M4 WS5 Bs4 S3 T3 A2 I5 1W Ld8
Unit size: 10+.
Equipment: Hand weapon, Light armour.
Options:
Any unit may be equipped with Shields for +1 pt/model.
Upgrade one Angel to a Musician for +6 pts.
Upgrade one Angel to a Standard Bearer for +12 pts.
Promote one Angel to a Champion for +12 pts.
If a standard bearer is chosen he may be further upgraded to a Censer Bearer (+25pts). This grants the entire unit a 6+ Ward save as long as the Standard bearer remains alive. All the other rules for Standard bearers still apply to a Censer Bearer.
Special Rules: Angelic Flight, Angelic Charge.

Archangels
Pts/Model: 15
Archangel: M4 WS5 Bs4 S3 T3 A1 I5 1W Ld8
Celestial Being: M4 WS5 Bs4 S3 T3 A2 I5 1W Ld8
Unit size: 10+.
Equipment: Two Hand weapons, Heavy armour.
Options:
Any unit may exchange their additional hand weapons for halberds for free.
Upgrade one Archangel to a Musician for +7 pts.
Upgrade one Archangel to a Standard Bearer for +14 pts.
Promote one Archangel to a Celestial Being for +14 pts.
Special Rules: Angelic Flight, Angelic Charge.
If a standard bearer is chosen he may be further upgraded to a Censer Bearer (+25pts). This grants the entire unit a 6+ Ward save as long as the Standard bearer remains alive. All the other rules for Standard bearers still apply to a Censer Bearer. If this option is chosen the unit may not have any banner blessings.
One unit of Archangels may take a single banner blessing on their banner (if they have a standard bearer) with a maximum total value of 50 pts.

Vengeances
Pts/Model: 19
Vengeance: M4 WS5 BS0 S4 T3 A1 I5 W1 Ld9
Unit size: 5-15.
Equipment: Swordsticks.
Special Rules: Angelic Flight, Angelic Charge, Skirmish, Stubborn, Hatred of Chaos, Blinding Skin.
Hatred of Chaos: The Vengeances hate Chaos with a fury that outstrips all others. They suffer from hatred when fighting against Chaos or Skaven units.

Blinding Skin: The Vengeances go into battle bare-chested. However, their skin is blindingly light. This makes it exceedingly difficult to hit them with missile fire. As such, they have a 5+ ward save against shooting.

Special

Cherubai (0-1 choice per Cherubim in the army)
Pts/Model: 18

Cherubai: M4 WS5 Bs0 S4 T3 A2 I5 1W Ld9
Divine Sentinel: M4 WS5 Bs0 S4 T3 A3 I5 1W Ld9

Unit size: 10+.
Equipment: Halberds, Heavy Armour, Angelic Robes (6+ ward save).
Options:
Upgrade one Cherubai to a Musician for +8 pts.
Upgrade one Cherubai to a Standard Bearer for +16 pts.
Promote one Cherubai to a Divine Sentinel for +16 pts.
Special Rules: Angelic Flight, Angelic Charge, Guardians.
If a standard bearer is chosen he may be further upgraded to a Censer Bearer (+25pts). This grants the entire unit a 5+Ward save as long as the Standard bearer remains alive. All the other rules for Standard bearers still apply to a Censer Bearer. If this option is chosen the unit may not have any banner blessings.
Any unit of Cherubai may take a single banner blessing on their banner (if they have a standard bearer) with a maximum total value of 75 pts.
Magical Attacks
Guardians: The Cherubai are devoted to protecting the Cherubim, and will become filled with fury if he is injured. At the start of the game, state which Cherubim each unit of Cherubai is protecting. They must each protect a different Cherubim. If the Cherubim they are guarding is killed, the Cherubai will hate the unit or model that killed him.

Powers
Pts/Model: 55
Power: M4 WS4 Bs0 S5 T4 A3 I4 3W Ld8
Unit size: 3+.
Equipment: Two Hand Weapons, Heavy armour.
May be given Great Weapons (+10pts) per model
Special Rules: Angelic Flight, Angelic Charge.


Anelai
Pts/Model: 21
Anelai: M4 Ws5 Bs4 S4 T3 W1 I5 A1 ld8
Unit size: 5-15
Equipment: Halberds, Heavy Armour
Special Rules: Angelic flight, Angelic Charge, Skirmishers, Death From Above.
Turn - Anelai arrive on a…
Turn 1 - No roll
Turn 2 - 4+
Turn 3 - 3+
Turn 4 - 2+
Turn 5 – Automatic

When the Anelai descend, roll the scatter die and the artillery die to see if the Anelai have deviated slightly from their course. If you roll a hit the marker stays in place, if you roll an arrow and a number, move it accordingly. If a misfire is rolled consult the mishap table. Place the unit so that they are centred roughly on the marker. The Anelai may move, charge and act normally on the turn they arrive.

If the marker lands inside an enemy unit it counts as charged and the angel unit causes d6 impact hits at their basic strength, as they are crashing straight into the unit at high speed. Rank up the Anelai in combat with the front of the unit. If the unit is engaged in the front, rank them up in the flank, or the rear if necessary.
Dropped ld to 8, as 9 seemed a tad high

Rare

Choir
Pts/Model: 230
Choir: M4 WS5 Bs4 S3 T4 A1 I5 W4 Ld8
Unit size: Each Choir model is a single unit.
Equipment: Hand Weapons, Angelic Robes (6+ ward save).
Special Rules: Angelic Flight, Angelic Charge, Choral Singing.
Choral Singing: Target an enemy unit that is within 30” and follows all the normal shooting targeting restrictions That unit must take a leadership test. If they fail, the unit takes 2D6 wounds with no armour save allowed, although ward saves are. However, if the target unit is a cavalry unit (i.e., on a 25 x 50 mm base), or a single model, they take D6 wounds instead.


Sons of Fire
Pts/Model: 28
Son of Fire: M4 Ws4 Bs4 S3 T3 W1 I5 A1 Ld9
Unit size: 5-10
Equipment: Hand Weapons and Flame
Special Rules: Angelic Flight, Angelic Charge, Cause Terror, Skirmishers, One with the Flames, Fire Spirit, Hatred of Chaos
One with the Flames: Rather than engaging in melee combat, the Sons of Fire prefer to hurl fireballs at their foes, incinerating them. This counts as a ranged weapon with the following statistics.
Hurl Fire: Range – 16”: Strength: 4. Magical attack, Flaming attack.
When the Sons are within 8” of their foe, the Strength of the fireballs increases to Strength 5.
Fire Spirit: The flame the surrounds the Sons of Fire is a deadly weapon in its own right, scorching any, enemy or ally, who comes too close. Before all other attacks our made, including before Always Strike First magic weapons and chargers, every model in base contact with a Son of Fire (except other Sons of Fire) takes a Strength 3 flaming hit. Any wounds caused count towards combat resolution as normal.


Angelic Blessings
The most powerful of the angels are often blessed by Seraphaal and the Old Ones. Angelic Blessings may only be taken by models from this book.

Angelic Heroes and Lords may take Angelic Blessings. Heroes may not take more than one blessing from each section. Lords may take up to two blessings from one section, and one blessing from all other sections.

Angelic blessings are not magic items and may not be destroyed by magic weapons etc in the same way as Daemonic Gifts. You may also take mundane equipment as well as blessings for that area (you may take a Halberd and a weapon blessing, for example).

You may never take multiples of the same blessing.

Arcane blessings can only be used by Virtues and Ark Virtues.

Weapon blessings

Crystal Blessing - 75 points
Blessed by the crystal sword of Seraphaal, no defence whether magical or physical can stand before a weapon such as this.
No armour or ward saves may be taken against wounds caused by a weapon with this blessing.

Ancient Thunder – 65 points
This holy artefact needs no ammunition, for when the angel summons its power, a wall of lightning pierces through the ranks of the enemy, like a hot knife through butter..
Bound Spell. Power Level: 6. The Ancient Thunder can be used once per turn to cast a S6 magic missile with a range of 30". This magic missile penetrates ranks like a bolt thrower

Wings of Revenge – 45 points
The angel’s wings are separated into many whip-like appendages. While still enabling flight, they allow the angel to strike out against the enemy and entangle it in combat.
Counts as a ranged weapon with a range of 6”. The Wings of Revenge deal D6 S4 hits their target. In addition, all attacks made against the angel suffer a -1 to hit penalty.

Spear of Light – 45 points
This magical spear was blessed by the old ones themselves, enabling it to pierce armour and bodies with ease.
Requires 2 hands. Armour Piercing. For every kill caused by the spear, the angel gains one attack in the next combat phase in that encounter.

Blessing of Azrael – 40 points
Azrael, angel of death, grants his champions a measure of his awesome strength.
The model gains +1 strength and the killing blow special rule. In addition, he will score a killing blow on 5+ against chaos models.

Glowing Blade – 25 points
The angel’s blade glows white-hot. When it strikes a foe it sears their flesh, causing them great pain.
Any model wounded by this blade may not attack this turn.

Speed of Thought – 25 points
The angel moves faster than any enemy can react, effortlessly launching his strikes before his foe's.
An Angel so blessed will always strikes first, even if his opponents charged that turn. If both models have this ability, then they strike in initiative order.


Defensive blessings

Silvered Skin – 50 points
The angel’s skin gleams with a silvery tint and is as hard as metal. Arrows and blows simply bounce off its gleaming surface.
The Angel gains a 4+ armour save and +1 toughness.

Blessing of Raphael – 50 points
Raphael, angel of healing watches over the angel and heals his wounds.
The model has the regeneration special rule.

Dazzling Robes –25 points
Brighter than the sun, the angel’s robes stream forth light, blinding those who come near.
Any enemy who attacks the Angel in close combat suffers a -1 tohit modifier.

Blessing of Camael – 35 points
Camael, angel of power and invincibility grants a small amount of his invulnerability to his champions, allowing them to shrug off any blow, no matter how mighty.
The model can never be wounded on better than 4+. When combined with the The Enemy Is Weak spell, the model cannot be wounded on better than a 5+.

Gaze of the Void – 25 points
The angel’s eyes glow with the light of the Angelic Void. Those who look into them are drawn in, unable to escape their pull.
Any enemy wishing to attack the blessed Angel must pass a Leadership test. If they fail, they may not make any attacks this turn.

Waxing Glory - 15 points
The angel glows with the radiance of the midday sun. But like the setting sun, its light wanes all too quickly.
The model’s Armour save is equal to the currant game turn. Cannot be combined with any other armour. In addition, any weapons that modify armour saves modify by one less against this model. Ignore Armor-Save Weapons still Ignore Armor Save


Protective blessings

Incredible Agility – 45 points
The angel can perform spectacular flips, rolls and leaps to keep him out of harms way.
Every time the angel is hit roll 2D6. If the roll is equal to or under the initiative of the Angel then the hit is discounted and has no effect.

Aura of Distortion – 40 points
The mere presence of the angel warps the air around him. Arrows snap and bullets veer away when they enter the field.
An Angel blessed with this gift has a 2+ ward save against non-magic missiles.

Golden Blood – 35 points
The angel’s blood is pure molten gold. The magical properties of the metal dissipate magical energies, and no poison can infect such blood.
The model has Magic resistance 2 and is immune to poison.

Blessing of Zadkiel – 20 points
The hero is blessed by Zadkiel, angel of Benevolence, and can implore his god to spare him from enemy blows.
The model’s ward save is increased by +1.

Sixth Sense – 20 points
The angel can sense danger before it happens, allowing him to twist out of the way of otherwise fatal blows.
The Angel is immune to killing blow.

Gem of Purity - 20pts
Containing the essence of an Angel who was unable to return to the void, this glistening stone shines with the purity that all angels stand for. Nothing that is a minion of the foul Chaos G-ds can stand before it without being in constant agony.
Bearer counts as terror causing to all chaos units. If the bearer comes within 6" of a daemonic unit the unit must take an instability test on there unmodified Leadership, if they fail they lose the number of models equal to the number they failed the roll by. Eg: If a daemon unit has Ld 8 and the Leadership roll is 10 the unit suffers two wounds. These wounds are unsavable. This is an exception to the normal insability rules and daemon units cannot "instantly" be banished in this manner.


Arcane blessings
Raphael’s Observance- 50 points
The Angel is a strict adherent to the teachings of Raphael and so is blessed with the ability to share his power with fellow wizards.
The angels power dice are added to the Communal pool and so can be used by any wizard rather than just him.


Spell weaver – 40 points
The angel is a master magician, skilfully balancing great amounts of power.
The angel knows one more spell than normal, and generates one more power dice than normal. Only he may use this dice.

Master of Magic – 40 points
The angel weaves his spells with unmatched accuracy, so he never loses control of his spells.
The model is immune to miscasts. The spell still fails, but you do not need to roll on the miscast table.

Knowledge of Raziel - 40 points
Taught by the great Raziel himself, the Angel is blessed with staggering knowledge.
The Angel blessed with this gift may choose his spells from the lore he chooses instead of rolling for them at the start of the game.

Magical Vortex – 35 points – One use only
The angel is capable of summoning a mystic vortex to drain power from his foes.
Once per game, at the start of your own magic phase, you may elect to use this blessing. The Angelic army gets +3 to all dispel attempts for that turn only.

Circlet of Banishment - 20pts One Use Only
Automatically dispels one spell. More than one Virtue/Ark Virtue may take a Circlet of Banishment, but no Virtue/Ark Virtue can carry more than one.

Blessing of Cassiel – 20 points
Cassiel, angel of genius and mind expansion, has broadened the psyche of the angel, allowing him to weave multiple spells at once.
The Angel may maintain more than one remains in play spell at a time.

Void Siphon – 15 points – One use only
The angel can siphon energy from the angelic void to fuel his spell casting ability.
Once per game, at the start of your own magic phase, you may elect to use this blessing. The wizard gains an additional D3 power dice that only he can use.





Aura blessings

Blessing of Raguel – 70 points
The angel is an enforcer of Raguel, the great angel who brings other luminaries to account. No angel would dare flee under the gaze of one of his champions.
Friendly units with 12 inches of the model are immune to psychology.

Lightstorm – 60 points
The angel can summon the wrath of Seraphaal on his enemies, calling down blasts of searing light from the sky.
This attack counts as a missile weapon, so you cannot use Lightstorm and fire a bow in the same shooting phase. All enemy units within 6 inches of the model take D6 S4 hits.

Blessing of Metatron – 50 points
Metatron, the supreme angel, has blessed this warrior. His mere presence fills his allies with power and ferocity.
Friendly models within 6 inches of the model get +1 to hit in close combat.

Wings of Fire – 35 points
The Angels wings burn with blazing fire. When he charges he is terrible to behold, a fiery maelstrom of destruction.
When he charges, the angel inflicts D6 flaming impact hits at his basic strength.

Starfall – 35 points
The angel can call down a blazing star onto the heads of his foes, blasting them apart.
The Angel blessed with this gift may cast the Lore of Heavens spell Uranons Thunder Bolt as a bound spell with a power level of 4.

Eagle Quills – 25 points
The angel’s is blessed with enormous wings that carry him through the air with ease.
The model can fly a full 20 inches.

Gift of Raphael – 25 points
Raphael has granted the angel a measure of his power, allowing him to heal the wounds of his fellows.
The Angel blessed with this gift may cast the Lore of Light spell Healing Hand as a bound spell with a power level of 3.

Angelic Apparition – 25 points - One use only.
The angel is blessed with the ability to dissipate his physical form and reappear at another location near-instantly.
Once during the battle the angel may 'teleport' to any location on the field within 12" of his starting position at the beginning of the Angelic Beings player's turn. This may NOT take him out of combat, but it may put him into combat. Any unit brought into combat by this count as charged and may only hold and cannot move that turn (they are wondering how the heck that big Angel just appeared and are busy trying to kill it).

Banner Blessings

Light of Seraphaal – 125 points
The light of Seraphaal surrounds the entire Angelic army when this Banner is brought to battle. The winds of magic seem to dissipate in front of the army as it marches forward to battle.
This banner counts as a Dispel Scroll with 6 charges. However, you may only use it once per turn.

Blessing of Jophiel – 60 points
The unit has seen the visions of Utopia generated by the angel of paradise. They will never falter in their defence of such beauty.
The unit with this blessing is Stubborn.

Blessing of Haniel – 50 points
Haniel, angel of harmony, creates perfect balance around the angels, dissipating evil before it nears them.
The unit is completely immune to the effects (positive or negative) of Death, Shadow, Dark, Skaven, Necromantic and any Chaos magic (chaos magic includes lore of Nurgle, Slaanesh and Tzeentch).

Shining Light – 40 points
The unit’s banner emanates bright light. Archers and gunners can hardly bear to look at it to shoot.
Any enemy shooting at this unit suffers a -2 to hit modifier. Template weapons will always scatter when shooting at this unit.

Blessing of Michael – 30 points
The great angel Michael manifests a wrathful miracle around the angels as they charge into battle, causing the hearts of their foes to quail.
Any unit charged by this unit must pass a Leadership test or will only hit the Angelic unit on 6’s for the first turn of combat.


The Lore of the Ancients

To Randomly Generate a spell from the Lore of the Ancients list, roll a D6 and consult the chart below. If you roll the same spell twice for the same mage, roll again. Any mage can automatically swap one spell for Angelic Blast if you wish.

D6-Spell-----------------------------Difficulty
1—Angelic Blast---------------------6+
2—The Enemy is Weak-------------7+
3—Wings of Light--------------------8+
4—Azrael’s Protection---------------9+
5—Seraphaal’s Last Wish----------11+
6—Shining Light of the Old Ones--12+

The Enemy is Weak - (Cast on 6+)
Lasts one turn
The angels targeted by this spell are surrounded by an aura of tangible energy. Any enemies who come close find their arms grow weak and sluggish as the power of the Angels overcomes them.
This spell may be cast on one friendly unit within 12" and in line of sight of the caster, including units in close combat. If successful, until the beginning of the caster's next turn the chosen unit may not be wounded on anything better than a 4+.

Seraphall’s Gaze– (Cast on 7+)
Summoning the power of the angels into a physical form, the mage launches a blast of holy light at his enemies.
Seraphall's gaze is a magic missile with a range of up to 24”. If successfully cast, it strikes its target causing D6 Strength 4 hits. If a unit with the Daemonic Special rule takes a wound from this spell they must take an immediate instability test. The amount of models lost to the spell count as the amount the daemonic unit lost combat by.




Wings of Light - (Cast on 8+)
Remains In Play
A warm light envelopes the wings of the angels and lifts them into the air.
This spell may be cast on any Angelic unit within 10”. If successful, next turn the unit's Angelic Flight move is increased to 16”.

Azrael’s Protection – (cast on 9+)
Lasts one turn
The air around the Angels shimmers as a barrier of force surrounds them, deflecting all manner of blows.
This spell may be cast on any friendly Angelic unit within 18” of the caster. If successfully cast, the affected unit gains a 5+ Ward save until the start of the casters next magic phase.

Seraphaal's Last Wish - (10+)
Remains in Play
The mage grants the last wish of Seraphaal, boosting the power of the angels to superhuman levels in order to ensure that the forces of Chaos never overcome the world.
This spell may be cast by the caster on himself. If successfully cast, all angels within 12" of the caster get +1 to their Strength, Weaponskill and Initiative.

Shining Light of the Old Ones – (Cast on 12+)
Lasts one turn
Blinding Light bursts forth from the Angel, surrounding all nearby units. Very few can bear to look at the light, such is its radiance.
This spell may be cast by the caster on himself. If successfully cast, all shots at any Angelic unit that is within 6” of the caster have a –2 to hit modifier, and all template weapons will scatter automatically. Any enemy model in close combat with an Angelic unit within 6” of the caster suffers –1 to hit.

Angel of Algebra - November 4, 2006 08:01 PM (GMT)
QUOTE
Mount for Cherubim, yay or nay?

Nay
QUOTE
Have we got enough choices?

We have 3 Core, 3 Special and 2 Rare. To me, that's a no, but I'm at a loss as to what could be added. Characters are fine for numbers though.
QUOTE
Does the Magic Lore need revising to be brought in line with 7th edition?

The change you made should do it, IMO.
QUOTE
Any mistakes, post here, anything needs discussing, make a post!!

As, so glad you you said that...

Evil, thy name is Swordstick. Change the name!! Even Bladestaff would be preferable.

I agree with the change to Censer Bearers, but the Cherubai already have a 6+ Ward Save. Their option to have one should either be removed, or increase their Ward Save to a 5+.

Powers are fine, as I said before.

Raphael's Observance I like. The price is appropriately high, so it seems fair to me.

Damn, you went for the weaker option for Void Siphon. :( Now I actually have to put it on a Wizard that will be casting, and can't abuse the rules and make a battery Throne with Raphael's Observance and Void Siphon :P

That's all I can see. I still think the things I posted in Conclave should be changed :P

Oh, holy crap, you deleted all the Banner Blessings. Here they are, with suggested changes in bold ;)
QUOTE
Banner Blessings

Light of Seraphaal – 125 points
The light of Seraphaal surrounds the entire Angelic army when this Banner is brought to battle. The winds of magic seem to dissipate in front of the army as it marches forward to battle.
This banner counts as a Dispel Scroll with 6 charges. However, you may only use it once per turn.

Blessing of Jophiel – 60 points
The unit has seen the visions of Utopia generated by the angel of paradise. They will never falter in their defence of such beauty.
The unit with this blessing is Stubborn.

Blessing of Haniel – 50 points
Haniel, angel of harmony, creates perfect balance around the angels, dissipating evil before it nears them.
The unit is completely immune to the effects (positive or negative) of Death, Shadow, Dark, Skaven, Necromantic and any Chaos magic (chaos magic includes lore of Nurgle, Slaanesh and Tzeentch).

Shining Light – 40 points
The unit’s banner emanates bright light. Archers and gunners can hardly bear to look at it to shoot.
Any enemy shooting at this unit suffers a -2 to hit modifier. Template weapons will always scatter when shooting at this unit.

Blessing of Michael – 30 points
The great angel Michael manifests a wrathful miracle around the angels as they charge into battle, causing the hearts of their foes to quail.
Any unit charged by this unit must pass a Leadership test or will only hit the Angelic unit on 6’s for the first turn of combat.


That's all

AoAlgebra :lol:

EDIT: Also, down in Lore of the Ancients, is it Seraphall, or Seraphaal? And is the casting value of Seraphaal's Last Wish 10+ or 11+?

Grand Seraphim - November 5, 2006 12:15 PM (GMT)
Bladestaff sounds good. Very good. Banner blessings added.

Cherubai now have a 5+ save with Censer, but its up for debate, obviously 5+ is a lot better than 6+.

The new units problem has always been bugging us. We really need some ideas, or just leave it as it is.

GS

Haktar - November 5, 2006 02:41 PM (GMT)
Mount for Cherubim..... hmmm. A horse? no. Something else? maybe, maybe.... How about "Ethereal Mount" and leave it at that? have it like being mounted on smoke or something like that?

Other than that, looks cool.
Need another special/core then it will be enough.

Dark Angel - November 5, 2006 04:44 PM (GMT)
No mount!

we dont need mounts and we shouldent fall back on those, as for a new unit do we honestly need those?

Grand Seraphim - November 5, 2006 06:41 PM (GMT)
So no comments on this version of the list then?

GS

Ironskintribe - November 8, 2006 12:25 AM (GMT)
Ok I read through the compendium and I think it is pretty good, but I found many gramatical errors that need fixing. I will read through the army list next (probably later tonight, and post up some thoughts tomorrow.

Grand Seraphim - November 8, 2006 02:06 PM (GMT)
If you find any gramattical errors you can alter them yourself (thus the power of the Mod. :D)

GS




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