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Seraphim > Rules Creation > Rewritten Compendium 1.39



Title: Rewritten Compendium 1.39
Description: ta-da!!


Angel of Algebra - November 5, 2006 02:42 PM (GMT)
Now up-to-date with the most recent PDF. Any concerns I personally have on the list are in red.
Armies of the Angels

The Tale of the Celestial Host

In the elder days, many thousands of years before men and Orcs, the Old Ones first came to this land through their mighty portal. Though small in number, their power was beyond imagining, and in the great library at Ayamith, the names of the greatest are written in ink of molten gold on pages of finest silk, their exploits reverentially detailed in every way. Harashamé, who first created the Slann to serve the old ones, Gelial, who spent his every waking hour crafting the great magical maps of how the worlds should be altered to fit the Old Ones vision. Halaalogin, who opened the gate of the Old Ones. Yet the most revered of these creators, his name and tale kept in the tallest tower of the ninth level of the great library, as high as the top of the Celestial throne itself, is Seraphaal, great warrior of the Old Ones.
Seraphaal was the Old Ones greatest champion. Whenever great resistance was encountered, it was Seraphaal who fought and defeated them. He was the great protector of the Old Ones and their work.
When the Old Ones made ready to leave this world, Seraphaal was the last. All the other Old Ones and many of their servants passed through. Yet as Seraphaal was about to pass through the portal, something went wrong. None know truly what happened then, whether chaos corrupted the portal, whether another of the Old Ones broke it, whether a third party reached into the fabric of the gate and twisted it out of reality. Whatever happened, chaos took control and the pure energy of chaos spilled forth. The winds of magic, ten thousand times stronger than they are now, burst from the corrupted portal, carrying with them countless tonnes of pure Warpstone powder. A thousand greater daemons and an uncharted horde of lesser daemons burst forth, determined to ravage this world in the name of their dark gods. Yet Seraphaal was the greatest warrior of the Old Ones, with the power to warp worlds at his fingertips. With his warriors he met the oncoming storm. The winds exhausted their power battering against a magical shield forged from the heart of a dying star. Warpstone combusted when it came near him. His sword, carved from a single pure white diamond and enchanted with magic beyond belief, cleaved three greater daemons in half with each stroke. Through his actions was the true, first Storm of Chaos blunted. Because of Seraphaal the winds of magic cannot warp the world, as was their power in that old time. Daemons cannot appear anywhere on the earth, and choking clouds of Warpstone do not cover the globe.
Yet Seraphaal could not stand forever against the tide, and eventually he fell. The chaos army was a mere fraction of its former size due to his efforts, but his power was not quite limitless, and finally he succumbed. Yet he was an Old One, and they were far more than any mortal. He was the first to die in the history of the universe, and when he fell, his body exploded into thousands of gleaming fragments. Where they touched the ground, the Angels formed from these fragments. When the Angels were formed, the daemonic advance crumbled. Depleted by the power of Seraphaal, then faced with an army of new warriors, the Daemonic legions fell back to the gate of the Old Ones, and for many years, peace reigned. The Angels build their great city of Ayamith, with its towering spires and shining walls, as a home for their people. Yet they knew this one city would not be enough of a buffer to the hordes of Chaos. So they spent great effort building a line of great stone monoliths along the border to the northern wastes. Each of these monoliths housed a group of angels who could defend it if need be. Yet its true power was not physical. As the heart of each monolith with a shard of Seraphaal's great sword, enchanted with powerful daemon-repelling magics maintained by the angels. In this way, they created a barrier through which Daemons could not pass. Victory seemed to have been won.
Yet the powers of Chaos are the most insidious and manipulative of foes. When Seraphaal shattered, some of the shards landed within the daemonic ranks and picked up a small taint of corruption. Some Angels who died picked up a taint as they returned. From this small taint grew a secret sect of angels, the Dark Angels. These insidious traitors were servants of the Chaos gods, holding dark rituals within carefully warded chambers. Every day, their numbers grew.
Finally, they revealed themselves. Almost a third of the Angelic population had been corrupted, and they had the element of surprise. Some bound themselves to a Daemon, forming a hideous symbiosis of dark and light that caused even the hearts of the Angels to quail. War erupted in the streets of Ayamith. With the Angels and their magical defences thus weakened, the Daemons attacked. They smashed through the barrier of monoliths into the world beyond, the start of the Great War with the Lizardmen. Daemons swarmed into the city of Ayamith. Many ancient and beautifully crafted buildings and countless records were destroyed. Hope seemed lost. Yet the Celestial throne still stood defiant. Sephiroth, greatest of angels, led the defence. In him the power of Seraphaal flowed, and none could stand before him. Wielding a blade make from a shard of the god's sword, he advanced on the Daemons. Inch by inch the servants of Chaos were pushed back, yet Sephiroth knew that the Angels could not hold out forever. As the Daemons pushed back once again, he knew what he had to do. Taking his sword, he strode to the top of the Celestial throne and stood upon its seat. Calling all his power into his blade, he reactivated the monoliths. The daemons vanished, the energy of the monoliths banishing them back to the realm of Chaos. Yet it was a hollow victory. Great legions of daemons had got past and waged a great war against the Lizardmen in which the weakened Angels could do nothing. Yet that was not their greatest loss. Sephiroth had sacrificed himself to save the Angels, and banished himself as deeply as one could go. Without his energies the monoliths dimmed once more, their powers still active but weakened, and although it would take millennia for Chaos to recover, it would take longer for the Angels. The Dark Angels and their allies fled Ayamith after the Daemons were destroyed, and their fate remains unknown. Meanwhile, the Angels maintain their vigil over the south. The Spirit of Sephiroth is stirring in the Angelic Void, and the Angels prepare for war. Over the millennia they have rebuilt their forces, and despite being small in number, they fight with the power of the Old Ones, and they fury of the greatest warrior ever known, and no foe can stand before their holy onslaught.

The Angelic Host
We are the Angels, children of the Old Ones. Eternal guardians of this mortal world. We stand forever watchful as it’s guardians, as holy Seraphaal did before us, and so long as the Angels stand this place shall be denied to the infernal energies of the great enemy. We are a great and noble people, tall yet strong, and blessed with wings by our most virtuous father, Seraphaal. Though we are few in number, our strength is innumerable, our determination unyielding. Under the guiding hands of Sephiroth, Raziel and Apollyon we have fought the daemon for time immemorial, and we shall continue to do so until the Old Ones return, for that is our duty, our service, our only meaning.

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.
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.

Heroes of the Blessed Host
And from the body of Seraphaal came all the warriors of the Angels. The blessed host to protect the mortal world for time everlasting.
From his Eyes came the Seraphim, greatest of all the Angels, for they watched over the safety of the world.
The Celestial Tome of Sephiroth.


Cherubim
From his Heart came the Cherubim, mighty warriors, without whom the Angels would surely fall.
The Celestial Tome of Sephiroth.

The Cherubim are the second highest rank of Angel known, second only to the legendary Seraphim themselves. They are huge, imposing figures, standing head and shoulders over even their fellow Angels. Their eyes glow with righteous light, and their skin shimmers with energy. In war they are terrible to behold, wielding weapons blessed by the mightiest of Angels, cleaving their foes with every stroke. As befitting their status, the Cherubim lodge in the highest possible level of the city of Ayamith, the eighth level, below the ninth, which holds the Great Library of Cherubael, repository of all the knowledge of the Angelic race, and the Celestial throne, meeting place of the Seraphim. Angels do not have a social structure as such. They were born to be warriors, to defend the world from Chaos attack, and as such, Hierarchy has little meaning except in times of battle. Even so, the Cherubim are treated with great respect by the Angels wherever they go. It is said that the Cherubim were created from the heart of Seraphaal when he shattered, and it is a fitting myth indeed, for the Cherubim are the heart of the Angelic host, one of the greatest and most vital parts of the Angelic civilisation.

CODE
         M WS BS S T W I A Ld
Cherubim 4 7  5  5 4 3 8 5 10

Special Rules:
Angelic Flight, Angelic Charge.


Princedoms
From his arms came the Princedoms, for they are the hands of the Seraphim and Cherubim, and carry out their wishes.
The Celestial Tome of Sephiroth.

The Princedoms are the captains of the Angels, leaders of the troops on a lower level. Where the Cherubim are often pictured leaping alone into the fray, the Princedoms are depicted leading the Angelic host from the front, commanding and leading the troops, rather than fighting as individuals. The Princedoms inhabit the Sixth level of the holy city, as befits their rank as Lieutenants and commanders of the Angelic troops. The Princedoms were created from the arms of Seraphaal when he fell, for they are the means by which the Seraphim and Cherubim exact their will.

CODE
          M WS BS S T W I A Ld
Princedom 4 6  5  4 4 2 6 3 9

Special Rules:
Angelic Flight, Angelic Charge.


Dominions
While the Angels were created as defenders of the earth, they still have emotions, families and other such ties, and they still feel grief when their loved ones die. Dominions are those Angels who have lost everything that mattered to them, their friends and family, often painfully. With nothing left in their lives but hate and war, the Dominions train ceaselessly, spending every waking hour training, preparing to exact Vengeance on those who stole everything they cared for. They refuse the company of other Angels and fight alone. They care not for their own fate, and will stand unyielding against whatever foe. They do not have set homes in Ayamith, for they are restless wanderers who dislike being in close proximity to others. Those that stay in Ayamith only do so to prepare for their ceaseless journey of Vengeance, while the majority of Dominions roam every-vigilant around the world, searching for enemies to slay, and exact retribution for the pain they have caused.
CODE
         M WS BS S T W I A Ld
Dominion 4 6  4  5 4 2 7 4 10

Special Rules:
Angelic Flight, Angelic Charge, Stubborn, Chaos Hunters.
Chaos Hunters:
These units hate all Mortal Chaos, Daemons, Beasts of Chaos and Skaven units. In addition, Dominions may not join any units other than Vengeances and Sons of Fire, and no other characters may do so. Dominions may not also be the Army General.


Channelers of Holy Power
From his brain came the Virtues, channelers of the holy power of the Angels.
The Celestial Tome of Sephiroth.

While the Angels do not practice magic like the other races, they do generate holy energy. Certain Angels are created with the gift of being able to manipulate this energy, channelling it into blasts of sacred fire, or protecting their comrades from harm. The Virtues inhabit the seventh level of Ayamith, where they spend their days studying the tomes of Ancient lore, handed down since the birth of the Angels.
For them, the most sacred building in the whole of Ayamith is the Great Library of Cherubael, which holds all information ever gathered by the Angels. It is here that many Virtues spend their days, and all dream of being one day appointed the position of Throne, for only they are allowed to the higher levels of the Library. The highest levels of the building hold the most precious and revered treasures of the library, the Tomes of the Old Ones. Where, written on pages of finest Silk in ink of molten Gold, every detail of the lives of the Old Ones is reverentially recorded. The highest room of the Library is home to the Tome of Seraphaal, father of the Angels. The Custodian of the Library is the Seraphim Raziel, mightiest and most learned of all the Virtues.
Each of the warding monoliths that once formed a barrier to the Daemonic hordes was once tended by a Virtue. Though they remain still, the energy of the Shards is dimmed, and their power is no longer sufficient to hold back a major daemonic incursion.
When Seraphaal died, it is said that the Virtues were formed from the shards of his brain. It is a fitting match, for they are the most intelligent of all the Angelic beings.

CODE
       M WS BS S T W I A Ld
Throne 4 5  4  3 3 3 5 1 9
Virtue 4 5  4  3 3 2 5 1 8

Special Rules:
Angelic Flight, Angelic Charge.


Warriors of the Blessed Host

Angels

From his flesh and bone came the Angels, the massed legions of the blessed, the most numerous and vital of all the children of Seraphaal.
The Celestial Tome of Sephiroth.

The Angels are by far the most numerous of the Angelic Beings. They form the bulk of the population, the citizenry of Ayamith. When not at war, they perform the day-to-day tasks of the city. They are its armourers, its craftsmen, its weaponsmiths, teachers and guards. In their spare time, they practice for long hours in the arts of war, awaiting the call to battle. Even the lowliest Angel is a warrior beyond compare, with a skill at arms exceeding that of the elites of most armies.
The Archangels are taller and stronger than ordinary Angels. They were created as elite warriors, the upper class of the Angels. In times of peace, they are the supervisors of the Angelic craftsmen. The master smiths and overseers of the Angel apprentices and workers. They spend the majority of their time training, for even more so than the Angels, they are a warrior caste, created to fight.
It is said that the Angels and Archangels were formed from the flesh and bone of Seraphaal, for they are the body of the Angelic population, the troops and workers of the civilisation.

CODE
                M WS BS S T W I A Ld
Angel           4 5  4  3 3 1 5 1 8
Archangel       4 5  4  3 3 1 5 1 8
Celestial Being 4 5  4  3 3 1 5 2 8

Special Rules:
Angelic Flight, Angelic Charge.


Vengeances
When the Angels were formed, there were some whose hatred for chaos was especially strong, who fought with fanatical fury against the Daemonic legions. These were the Vengeances, named so because they are forever seeking Vengeance against the Daemons who destroyed Seraphaal and drove out the Old Ones. They do not undertake menial activities. Instead, they spend every waking hour practising with their weapon of choice, the swordstick. This is a powerful weapon that can only be wielded by one of great skill, and only those who train constantly can master its use. The Vengeances go into battle bare-chested in defiance of the Daemon, refusing to wear armour as it would impede their movements. They trust in the power of Seraphaal to sustain them, as well as their skill. Their skin glows with brilliant light due to the power of their faith and fury, blinding their foes when they march to war.
CODE
          M WS BS S T W I A Ld
Vengeance 4 5  0  4 3 1 5 1 8
Champion  4 5  0  4 3 1 5 2 8

Any suggestions for the Champion name?
Special Rules:
Angelic Flight, Angelic Charge, Skirmish, Stubborn, Chaos Hunters, Blinding Skin.
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.


Cherubai
From his Ribs and skull came the Cherubai, to forever protect the Cherubim and Seraphim in peace and war.
The Celestial Tome of Sephiroth.

The Cherubai are a sect of the Archangels created and dedicated to protecting the Cherubim at all times. They stand ever watchful over the palaces of the Cherubim in the 8th level, making sure that there is never a minute when the Cherubim are unprotected. When the Cherubim leave their dwellings, the Cherubai are always there, ever vigilant, ever watchful. When the Angelic Host was created the Cherubai were born with one aim only, the defence of their Cherubim. They are of similar stature to Archangels, but they train ceaselessly, night and day. Every minute not spent guarding the Cherubim is spent improving their skills so they may better protect the Cherubim.
To aid in their task, the Cherubai are blessed with huge wings greater than those of other Angels, so they can follow their Cherubim and come quickly to his aid when he requires it. They will never leave their Cherubim once appointed, and as such only ever appear on the battlefield when a Cherubim is also present. Even then, they are reluctant to leave his side.

CODE
                M WS BS S T W I A Ld
Cherubai        4 5  0  4 3 1 5 2 9
Divine Sentinel 4 5  0  4 3 1 5 3 9

Special Rules:
Angelic Flight, Angelic Charge, Guardians, Magical Attacks.
Guardians:
The Cherubai are devoted to protecting the Cherubim, and will become filled with fury if he is injured. Cherubai will hate any unit or model that is responsible for the death of any Cherubim.
Personally I'm still not happy with this unit, particularly the Guardians rule.

Powers
From his mighty muscle and sinew came the Powers, to provide strength and creatures of burden to the Angelic Host.
The Celestial Tome of Sephiroth.

Powers are huge creatures with the shape of an Angel, but standing taller than Ogres. They are incredibly strong, but they are not as intelligent as the other Angels. They rarely speak, and when they do it is in short, quick phrases. The Powers are used to carry heavy loads, the city of Ayamith, although architected by the Seraphim, was the work of the Powers. Although the Angels and Archangels smoothed and shaped the blocks, it was the Powers who quarried are transported the marble for its gleaming walls, and they who placed the finished blocks into position. All heavy work in Ayamith is done by the Powers. Indeed, when Seraphaal fell, the Powers were created from the shards of his muscles, for they are his strength.
In times of war, the Powers are terrifying enemies. They wield massive blades as tall as a man, scything into the enemy in a furious wave of destruction. Blows bounce off their thick skin and massive armour plates as they unleash their awesome blows. Few foes indeed can stand before an onslaught of Powers.

CODE
      M WS BS S T W I A Ld
Power 4 4  0  5 4 3 4 3 8

Special Rules:
Angelic Flight, Angelic Charge.


Anelai
At the time of the birth of the Angels, some among the host were created with massive feathered wings, dwarfing even the larger wings of the Cherubim and their guards. In the great battle against the Daemonic host, these blessed warriors took to the air, soaring high up and engaging the winged Daemons of Chaos in the sky. They drove back their foes, and dove down into the Daemonic ranks, crashing down upon the foe in a storm of destruction, sowing confusion and panic amongst the Daemons.
After the battle was won, these Angels banded together, and became known as the Anelai.
When not flying to war, these Angels can be seen practising their unique way of battle, soaring and wheeling high above the city of Ayamith like seagulls around a port, diving down towards the ground before pulling out at the last minute.
In battle, they do not form up and fight in ranks close to the ground. Instead, before the conflict begins, they soar upwards into the air and hover hundreds of metres above the ground. Once battle has been joined, they dive downwards and land in the heart of the enemy battle line, sowing discord and confusion, attacking the war machines of the enemy, or striking them from behind. Even on the ground, their wings are still capable of propelling them great distances, allowing them to swiftly fly around the battlefield, bringing swift death to their enemies.

CODE
       M WS BS S T W I A Ld
Anelai 4 5  4  4 3 1 5 1 8

Special Rules:
Angelic flight, Angelic Charge, Skirmishers, Death From Above.
Death From Above:

Anelai do not deploy normally, but may instead be set aside to arrive later in the game. To do this, after all units have been deployed, including Scouts, place a marker anywhere on the table to show where the Anelai will arrive from.
Roll a D6 at the start of each Angelic turn to see if the Anelai arrive, starting on the second turn.
CODE
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, roll a D6 and 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.

Mishap Table
1-2: The Anelai are buffeted by high winds or deterred by arrows, they are forced to land far from the battle. Do not put the Anelai on the table. However, they do not count as destroyed.
3-4: The Anelai come in too fast and slam into the ground. They take D6 S4 hits with no armour saves allowed.
5-6: The Anelai stumble as they land. They may not move this turn. If charged, they may only hold as a charge reaction.

Celeria
The Anelai are a proud sect, and they keep themselves separate from the rest of the Angels, preferring to spend as much time in the sky as possible, ostracising themselves from their peers. Over time, a unique code of honour and duty has developed between them, for they take take their battlefield duty extremely seriously. When an error in flight during battle occurs, the angel at fault takes his leave of his comrades. Blame is not apportioned, but neither is forgiveness. To err in flight is a grave transgression, and so the angel no longer trusts itself to act correctly in the future. These unfortunates take on a civic duty instead of a military one. They use their faculty of flight to act as messengers and emissaries on behalf of the Seraphim and Cherubim, renouncing their status as Anelai and taking the name of Celeria. However, this does not mean that they no longer fight on behalf of Ayamith: they occasionally, and without warning, band together before a battle, wielding massive, barbed spears of elegant design. Even so, they are seen as enigmatic and introverted by the rest of the angels, and so no Princedom would plan upon receiving the aid of Celeria, although few would turn them down when they present themselves.
CODE
         M WS BS S T W I A Ld
Celeria   4 5  4  3 3 1 5 1 8
Swiftwing 4 5  4  3 3 1 5 2 8

Special Rules:
Flying Unit, Celeria Charge.
Celeria Charge:
The Celeria smash into their foes with the speed of a charging horse, impaling foes on their elaborate, barbed spears. When equipped with Spears, Celeria use the rules for cavalry, rather than infantry.

Choir
From his mouth came the Choristers, to forever serenade the Blessed host with their beautiful song.
The Celestial Tome of Sephiroth.

When the Angels were formed, there were some among them that did not possess great skill with weapons or armour, nor did they possess magical talent. However, when they opened their mouths, the sound that came out was the most beautiful that had ever been heard upon the earth. When they gathered together and sang their songs, the Daemons fell, screeching to their knees, for they could not bear to listen to such music, the embodiment of order. Following the great victory over Chaos, these Choristers formed into many smaller Choirs, so that there would always be music for the Angels to listen to.
The Choristers dwell in their choir houses, which exist all over the city. The greatest of these choir houses is built into the base of the Celestial throne itself, so that the Seraphim can hear the music of the heavens as they debate. When the Angels go to war, one of these Choirs may accompany them into battle. When they raise their voices together in song, mortals fall to the ground, their minds unable to comprehend the beauty of the song. Similarly, the strains of their music are filled with the magic of the Old Ones, and they unravel the web of power that binds Daemons, Undead and other such aberrations to this world. Thus, the Choirs are always welcome in an Angelic host, for they provide music for the Angels as they march, and for their enemies when battle is joined.

CODE
         M WS BS S T W I A Ld
Chorister 4 5  4  3 4 1 5 0 8

Special Rules:
Angelic Flight, Angelic Charge, Skirmish, Choral Singing.
Choral Singing:
The Choral Singing is done in the Magic Phase, and is treated as a Bound Spell with a Power Level equal to the Choir's current Unit Size. Characters joining the unit do not count towards the Unit Size for the purposes of Songs. The Choristers may sing any one of the following songs each Magic Phase. Remains in Play spells last until the Choir sings another song, is destroyed, or they are dispelled. To dispel them, the base casting value is counted as the current Unit Size of the Choir.
Song of Unshakable Faith: Remains in Play. All Angelic units within 12" of the Choir are Immune to Psychology whilst the Song is in effect.
Song of Iridescent Pain: All enemy units within 12" of the Choir must pass a Leadership test or suffer D6 hits, at a Strength equal to the current Unit Size of the Choir.
Song of Wrongful Losses: Remains in Play. All Angelic units within 6" of the Choir may re-roll all failed to-wound rolls whilst the Song is in effect.

Sons of Fire
When the gate of the Old Ones opened and the raw power of Chaos flowed through for the first time, it rent apart the world. The thunderous crack of the gates opening was heard in every corner of the globe. The sheer force of Chaos bursting into the world sent out shockwaves that tore up the earth, levelled cities and raised mountains. In some places, and especially around the gate where the waves were strongest, the ground itself split open and boiling lava blasted into the sky, creating great rivers of molten fire that turned the land into a barren waste. When the great Old One Seraphaal died, his body shattered into thousands of fragments, which formed the Angels. However, when all but the last Angels were formed, the newborn warriors of light saw a shower of shards falling straight towards one of the great rents in the earth from which the fire spewed. The Angelic host let out a cry of dismay for their lost brothers, for they believed that not even the power of an Angel could withstand the burning heat of the earth.
Yet even as they grieved something emerged from the fire. An Angel, his wings and body seeming aglow with fire, flames licking across his form. The Angels cried out, for they believed him to be in terrible pain. Yet he uttered no cry, and one by one, more flaming angels emerged from the fire, blazing beacons hovering above the battlefield.
Then, they let out a roar, and with a thrust of their arms, they hurled burning fire at the Daemonic hordes. The minions of chaos shrieked as the Angelic fire burned their bodies, and a rousing cry went up throughout the Angelic ranks, as the horde swept forward to engage the Daemons. The fiery Angels also threw themselves into the fray, burning up hundreds enemies with a mere touch of their flaming hands.
After the Daemonic horde had been routed, the fiery Angels stayed with the others for a time, and among them they become known as the Sons of Fire, and were afforded great respect by all the Angels. They always remained enigmatic about the origin of their gift, saying only that they were Sons of the Great Fire who had granted them his blessing. What they meant by this is still debated amongst the Angels. Yet although they were held in high regard, the Sons knew that the flames that covered their bodies were a curse as well as a blessing, and if they stayed it would surely only lead to misery and death, for their powers made them especially self-conscious, and they dreaded the fact that they might one day cause harm to their fellow Angels. So the Sons of Fire left the shining city to wander the earth, seeking out Chaos in all it's guises, a task they continue to this day.
In battle they are a fearsome sight, borne across the skies on wings of fire, hurling flaming blasts at their enemies before smashing into their ranks in a blazing inferno of
death. Wherever they tread, the minions of Chaos tremble, for their hatred of the great enemy burns as bright as the fire that covers their bodies, and they will not rest until they consume the taint of chaos and burn it to ash.

CODE
            M WS BS S T W I A Ld
Son of Fire 4 5  4  3 3 1 5 1 9

Special Rules:
Angelic Flight, Angelic Charge, Cause Terror, Skirmish, One with the Flames, Fire Spirit, Chaos Hunters.
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. In addition, all attacks made by Sons of Fire count as flaming.

Muses
From his memory came the Muses, to ever remind the Angels of his great deeds.
The Celestial Tome of Sephiroth.

Although no Angel will ever forget the power of Seraphaal, or his great sacrifice, the Muses are there as an ever-living reminder of the greatness of the Old One. When the Muses fight, they do so in the style of Seraphaal, and the mimicking of his actions drives the Angelic Host on to great deeds. Where they fight, the battle turns in favour of the Holy Warriors. The Muses reside in the Great Library of Cherubael, although they are forbidden to ever read the tomes of power. They act as librarians, tending to the stacks of books, preserving the memories of the Old Ones, and of the Angels, so
that the Virtues and Thrones may learn the power of Seraphaal, and unleash it upon the Daemonic hosts.

CODE
               M WS BS S T W I A Ld
Muse           4 5  4  4 3 1 6 1 8
Keeper of Lore 4 5  4  4 3 1 6 2 8

Special Rules:
Angelic Flight, Angelic Charge, Skirmish, Inspirational Presence.
Inspirational Presence:
Any wounds caused by a unit of Muses count as double for the purposes of Combat Resolution. Note that the wounds themselves are not doubled. In addition, in any combat within 6" of a unit of Muses, the Angelic side may add +1 to their Combat Resolution score. This is not cumulative if multiple units of Muses are within 6".
I'm considering chopping the second part of this, although it is very difficult for Angelic units to get static CR, so the context may justify it.

Such was the Angelic host created, and so shall it be until the end of time.
The Celestial Tome of Sephiroth.

Angel of Algebra - November 5, 2006 03:14 PM (GMT)
Second post now updated.
Angelic Armoury

Bladestaff

The Bladestaff 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 Bladestaves 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.
Should this be removed from the Cherub and Princedom's options? Why would anyone choose the 2HWs or Halberd with this option?

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), and the effects will stack.
You may never take multiples of the same blessing.
Arcane blessings can only be used by Virtues and Thrones.

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.
Are we ditching the "Requires two hands" part, as per the discussion It'll need a new name probably, if we are.

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.

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+.

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 to hit modifier.

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.

Waning 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 current 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 this 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-magical 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 Magical Resistance (2) and is immune to poisoned attacks.

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 Gods 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 their unmodified Leadership, if they fail they lose the number of models equal to the number they failed the roll by. Eg: If a Daemonic 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 Instability rules and daemon units cannot "instantly" be banished in this manner.

Arcane Blessings

Spell Weaver
– 50 points
The angel is a master magician, skilfully balancing great amounts of power.
The Angel generates an additional Holy Power dice. Only he may use this dice. In addition, he may add +1 to the total Power level of all spells he casts.

Knowledge of Raziel - 40 points
Taught by the great Raziel himself, the Angel is blessed with staggering knowledge.
The Angel may cast one additional spell each turn, subject to normal rules.

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.

Master of Magic – 40 points
The angel weaves his spells with unmatched accuracy, so he never loses control of his spells.
The Angel may re-roll the dice when determining the Power level of his spells. Either all of the dice must be re-rolled or none.

Void Siphon – 25 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. All Angelic units and characters within 6" of the Angel generate double the normal number of Holy Power dice for that Magic phase.

Circlet of Banishment - 20pts One Use Only
Automatically dispels one spell, but it cannot be used against spells cast with Irresistible Force. More than one Virtue/Throne may take a Circlet of Banishment, but no Virtue/Throne can carry more than one. A Circlet of Banishment does not count towards a character's limit on Arcane Blessings.

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 cast spells whilst maintaining a Remains in Play spell, and may maintain more than one Remains in Play spell at a time.

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.

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 Energy 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.

Holy Power

Holy Power Dice

Holy Power is generated by all Angels, and is harnessed by the Thrones and Virtues into powerful blasts of energy or protective enchantments.
Each Angelic character, and each Angelic unit of Unit Strength 10 or greater, on the table generates one Holy Power dice in the Angelic magic phase. Additional Holy Power dice may be provided by certain Blessings. Calculate the number of Holy Power dice available at the start of the Angelic magic phase.

Casting Spells
Virtues and Thrones may automatically cast any spell from the Lore of the Ancients at a Power level determined by the combined result of the Holy Power dice they roll for that spell attempt. Some spells will also impose a modifier on the Power level of the spell, but this can never reduce the Power level to less than 1. A list of the spells and the penalties they impose on the Power level of all attempts to cast them can be found below.
Note that Angelic casters never suffer Miscasts, nor cast with Irresistible Force.
Virtues may not roll more than two Holy Power dice in each attempt for generating the Power level of each spell.
Thrones may not roll more than three Holy Power dice in each attempt for generating the Power level of each spell.
Virtues may cast only one spell a turn.
Thrones may not cast more than two spells a turn.

Dispel Dice
In the opposing player's Magic phase, Thrones generate 2 Dispel Dice and Virtues generate 1 Dispel Dice.

Remains in Play Spells
Whenever an Angelic caster successfully casts a Remains in Play spell, make a note of the Power level, without the penalty imposed by the spell. If the enemy wishes to dispel the spell in a later turn, their dispel roll must be equal to or higher than this number. Note however that the penalty is still imposed for the purposes of dispelling
the spell when it is initially cast.

The Lore of the Ancients

Listed below are the spells of the Angels, and their effects in battle. Also included are the penalties each separate spell will have on the Power level of any attempts to cast them.

CODE
D6  Spell                           Penalty
1   The Enemy is Weak                None
2   Seraphaal's Gaze                  1
3   Wings of Light                    1
4   Azrael’s Protection               2
5   Seraphaal’s Last Wish             3
6   Shining Light of the Old Ones     5


The Enemy is Weak No penalty
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+.

Seraphaal’s Gaze -1 to Power level
Summoning the power of the angels into a physical form, the mage launches a blast of holy light at his enemies.
Seraphaal'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 -1 to Power level
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 -2 to Power level
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 -3 to Power level
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, Weapon Skill and Initiative.

Shining Light of the Old Ones -5 to Power level
Remains in Play.
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, any unit wishing to target any Angelic unit that is within 6” of the caster with a missile weapon will suffer a -2 to hit penalty, and all template weapons targetted at the unit will scatter automatically. Any enemy model in close combat with an Angelic unit within 6” of the caster suffers –1 to hit.

Lords

Cherubim

Points/Model: 215
CODE
         M WS BS S T W I A Ld
Cherubim 4 7  5  5 4 3 8 5 10

Equipment: Hand Weapon and Cherubim Robes (5+ ward save).
Options:
- May choose either a Halberd (+6 pts) an Additional Hand Weapon (+6 pts) or a Bladestaff (+14 pts).
- May wear either Light Armour (+3 pts), Heavy Armour (+6 pts) and may also carry a Shield (+3 pts).
- May choose Blessings from the Angelic Blessings list with a combined maximum total value of 125 pts.
Special Rules:
Angelic Flight, Angelic Charge.

Throne
Points/Model: 250
CODE
       M WS BS S T W I A Ld
Throne 4 5  4  3 3 3 5 1 9

Equipment: Hand Weapon and Angelic Robes (5+ ward save)
Magic: A Throne uses spells from the Lore of the Ancients, through Holy Power.
Options:
- 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

Points/Model: 100
CODE
          M WS BS S T W I A Ld
Princedom 4 6  5  4 4 2 6 3 9

Equipment: Hand Weapon and Angelic Robes (6+ ward save).
- May choose a Halberd (+4 pts), an Additional Hand Weapon (+4 pts) or a Bladestaff (+9 pts)
- May wear either Light Armour (+2 pts) or Heavy Armour (+4 pts), may also carry a Shield (+2 pts)
- 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
Points/Model: 140
CODE
         M WS BS S T W I A Ld
Dominion 4 6  4  5 4 2 7 4 10

Equipment: Hand Weapon and Angelic Robes (5+ ward save)
Options:
- May choose a Halberd (+5 pts), an Additional Hand Weapon (+5 pts), a Great Weapon (+5 pts) or a Bladestaff (+11 pts).
- May wear either Light Armour (+2 pts) or Heavy Armour (+4 pts), may also take a Shield (+2 pts).
- May choose Blessings from the Angelic Blessings list with a combined maximum total value of 50 pts.
Special Rules:
Angelic Flight, Angelic Charge, Stubborn, Chaos Hunters.

Virtue
Points/Model: 135
CODE
       M WS BS S T W I A Ld
Virtue 4 5  4  3 3 2 5 1 8

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

Points/Model: 12
CODE
                M WS BS S T W I A Ld
Angel           4 5  4  3 3 1 5 1 8
Celestial Being 4 5  4  3 3 1 5 2 8

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.
- A Standard Bearer may be upgraded to be a Censer Bearer for +25 pts. Censer Bearers grant the unit they are with a 6+ Ward Save, in addition to all the other rules associated with Standard Bearers.
- Promote one Angel to a Champion for +12 pts.
Special Rules:
Angelic Flight, Angelic Charge.

Archangels
Points/Model: 15
CODE
                M WS BS S T W I A Ld
Archangel       4 5  4  3 3 1 5 1 8
Celestial Being 4 5  4  3 3 1 5 2 8

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.
- A Standard Bearer may be upgraded to be a Censer Bearer for +25 pts. Censer Bearers grant the unit they are with a 6+ Ward Save, in addition to all the other rules associated with Standard Bearers. Archangels with a Censer Bearer may not take a Banner Blessing.
- One unit may take a single Banner Blessing on their banner worth up to 50 pts.
- Promote one Archangel to a Celestial Being for +14 pts.
Special Rules:
Angelic Flight, Angelic Charge.

Vengeances
Points/Model: 19
CODE
          M WS BS S T W I A Ld
Vengeance 4 5  0  4 3 1 5 1 8
Champion  4 5  0  4 3 1 5 2 8

Unit size: 5-15
Equipment: Bladestaves.
Options:
- Upgrade one Vengeance to a Champion for +14 pts.
Special Rules:
Angelic Flight, Angelic Charge, Skirmish, Stubborn, Chaos Hunters, Blinding Skin.

Celeria*
Points/Model: 15
CODE
          M WS BS S T W I A Ld
Celeria   4 5  4  3 3 1 5 1 8
Swiftwing 4 5  4  3 3 1 5 1 8

*Celeria do not count towards the minimum number of Core units in the army.
Unit Size: 5-15
Equipment: Hand weapons and light armour.
Options:
- Any unit may be equipped with shields for +2 pts/model.
- Any unit may be equipped with spears for +1 pt/model.
- Upgrade one Celeria to a Swiftwing for +12 pts.
Special Rules:
[i]Flying Unit, Celeria Charge.


Special

Cherubai*

Points/Model: 18
CODE
                M WS BS S T W I A Ld
Cherubai        4 5  0  4 3 1 5 2 9
Divine Sentinel 4 5  0  4 3 1 5 3 9

*One unit of Cherubai may be fielded as a Core choice for each Cherub in the army. This is in addition to any units fielded as Special choices.
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.
- A Standard Bearer may be upgraded to be a Censer Bearer for +35 pts. Censer Bearers increase the Ward Save provided by the Cherubai's Angelic Robes to a 5+, in addition to all the other rules associated with Standard Bearers. Cherubai with a Censer Bearer may not take a Banner Blessing.
- Any unit of Cherubai may take a single banner blessing on their banner worth up to 75 pts.
- Promote one Cherubai to a Divine Sentinel for +16 pts.
Special Rules:
Angelic Flight, Angelic Charge, Guardians, Magical Attacks.

Powers
Points/Model: 55
CODE
      M WS BS S T W I A Ld
Power 4 4  0  5 4 3 4 3 8

Unit size: 3+
Equipment: Two Hand Weapons, Heavy Armour.
Options:
- May swap their Additional Hand Weapons for Great Weapons for +10 pts/model.
Special Rules:
Angelic Flight, Angelic Charge.

Anelai
Points/Model: 21
CODE
       M WS BS S T W I A Ld
Anelai 4 5  4  4 3 1 5 1 8

Unit size: 5-15
Equipment: Halberds, Heavy Armour.
Special Rules:
Angelic flight, Angelic Charge, Skirmishers, Death From Above.

Muses
Points/Model: 23
CODE
               M WS BS S T W I A Ld
Muse           4 5  4  4 3 1 6 1 8
Keeper of Lore 4 5  4  4 3 1 6 2 8

Unit size: 5+
Equipment: Two hand weapons and heavy armour.
Options:
- Upgrade one Muse to a Musician for +7 pts.
- Upgrade one Muse to a Keeper of Lore for +14 pts.
Special Rules:
Angelic Flight, Angelic Charge, Skirmish, Inspirational Presence.

Rare

Choir

Points/Model: 25
CODE
          M WS BS S T W I A Ld
Chorister 4 5  4  3 4 1 5 0 8

Unit size: 1-6
Equipment: Hand Weapons, Angelic Robes (6+ ward save).
Special Rules:
Angelic Flight, Angelic Charge, Skirmish, Choral Singing.

Sons of Fire
Points/Model: 28
CODE
            M WS BS S T W I A Ld
Son of Fire 4 5  4  3 3 1 5 1 9

Unit size: 5-10
Equipment: Hand Weapons and Flame.
Special Rules:
Angelic Flight, Angelic Charge, Cause Terror, Skirmish, One with the Flames, Fire Spirit, Chaos Hunters.
--------------------------------------
If anyone notices any change from the PDF I missed, point it out. I jumped the gun on some things that had been discussed recently (like Remains in Play rules for Holy Power), and added one or two little tidbits that occurred to me whilst typing.

AoAlgebra :lol:

Dark Angel - November 8, 2006 12:27 AM (GMT)
here i'm going to post how we should have changes in the fulff

Ironskintribe - November 8, 2006 12:27 AM (GMT)
Great job on it from what I have seen so far guys. I'm sorry that I have not been around to help, but school and work has gooten the best of me. I read through the compendium and only found a few things that need changing from a gramatical standpoint. I will read through the army list and get back to you soon.

Angel of Algebra - November 8, 2006 07:00 PM (GMT)
QUOTE
here i'm going to post how we should have changes in the fulff

Actually, I think that would go better in it's own topic ... in the Fluff Creation forum, for that matter.

AoAlgebra :lol:

Dark Angel - November 8, 2006 10:05 PM (GMT)
it is there but when i posted it no one responded

ilmrik - December 13, 2006 12:38 PM (GMT)
looks really nice
few small things though

with a dominion and throne it says angelic robes 5+ ward
but with a virtue it says 6+


Cherubai

Equipment: Halberds, Heavy Armour, Angelic Robes (6+ ward save).
- A Standard Bearer may be upgraded to be a Censer Bearer for +25 pts. Censer Bearers grant the unit they are with a 6+ Ward Save, in addition to all the other rules associated with Standard Bearers. Cherubai with a Censer Bearer may not take a Banner Blessing.

eum why upgrade to to a censer bearer if they already have a 6+ ward save ?
:rolleyes:

ps I have loads of spare time so I ll shall start working on some artwork

Angel of Algebra - December 14, 2006 05:00 PM (GMT)
QUOTE
with a dominion and throne it says angelic robes 5+ ward
but with a virtue it says 6+

Deliberate. Different powers of magic in the robes, as angels of higher rank have more powerful robes.
QUOTE
Cherubai

Equipment: Halberds, Heavy Armour, Angelic Robes (6+ ward save).
- A Standard Bearer may be upgraded to be a Censer Bearer for +25 pts. Censer Bearers grant the unit they are with a 6+ Ward Save, in addition to all the other rules associated with Standard Bearers. Cherubai with a Censer Bearer may not take a Banner Blessing.

eum why upgrade to to a censer bearer if they already have a 6+ ward save ?

Mistake. I recall a decision to remove the Censer option from the Cherubai, possibly in an MSN conversation with Josh... Although my memory may decieve me.

AoAlgebra :lol:

ilmrik - December 14, 2006 07:41 PM (GMT)
well me and a friend are planning to start playtesting one of this days,
but after reading the rules more carefully (during class :rolleyes: ) I still have a few small questions.

If I carry a great weapon with a weapon blessing does it still grant me the +2S strike last etc ?

are the spear of light, wings of revenge and all other magic "items" without blessing in the name blessings aswel ? or are they "true" magic items

I take it that I can't take any common magic items

the shining light seems a bit cheap for what it does I remember a similar bannar for lizardmen that costs 45points and only gives a -1 to shooting

waxing glory
does this mean that the model gets a 1+ save on the first turn
or does it mean that the model gets +1 for a total of 6+ on the first turn ?
judging on the name I think the first but just to be sure


thats about it for now I think
ps :blink: your army is the only one I know with solely wingend models and no flyers

Grand Seraphim - December 15, 2006 08:06 AM (GMT)
Greetings, nice to see some new life on the site. I will just wake everyone up (runs down hallway knocking stick onto coffins of Seraphim members). Nope, their still asleep.

Okay just to clear a few things up

1. I must have screwed up big time on the Cherubai because i remember sitting their and distinctly considering what to do with them.

2. Just for clarification
QUOTE
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).
- I hope that clears it all up about Blessings, they are like Daemonic Gifts, so yes if you took a weapon blessing and a GW you would still get +2S.

3. We should add a line saying that we cant take Common Items, good point.

4. Waxing Glory gives you a 1+ Save on the first turn, 2+ on the secound turn, 3+ on the third 4+ on fourth 5+ on fifth and 6+ on sixth. If the game goes on longer, tough luck but your angel has no armour save :D

5. I think we need some discussion on Shining light, it does seem a bit powerful, but remember our army has no shooting.

GS

Angel of Algebra - December 18, 2006 11:30 PM (GMT)
QUOTE
We should add a line saying that we cant take Common Items, good point.

This shouldn't actually be necessary, since all other lists with access include them in the Magic Item section, and also note under their character's options they can have Magic Items from the "Common or [Insert army name here] Magic Item lists", and ours read more like the Dwarf or Daemon options, with a Blessing list, much like Daemonic Gifts or Dwarven Runes.

AoAlgebra :lol:

Thragka - December 31, 2006 06:16 PM (GMT)
This has been bugging me. Shouldn't "Waxing Glory" be "Waning Glory"? The angel that takes it is getting less powerful, not more. Look, it even has the word "wanes" right there in the description!

Also, do models with Angelic Flight march and charge 20"? I presume that 'up to 10"' means up to 10" at all times, but am I wrong?

Haktar - January 2, 2007 04:44 PM (GMT)
QUOTE
Angelic blessings are not magic items and may not be destroyed by magic weapons etc in the same way as Daemonic Gifts.


this is gramatically confusing (although probs right.)
better would be:
Angelic blessings are not magic items, and may not be destroyed by magic weapons etc, in the same way as "Daemonic Gifts". (the commas kinda help, could still use some work. it implies that they are NOT like deamonic gifts-which you are actually trying to say that they ARE... i think.
hak

Thragka - January 2, 2007 05:36 PM (GMT)
Who, me? :blink: Or did you just ignore me completely? :P

Angel of Algebra - January 3, 2007 10:20 PM (GMT)
QUOTE
This has been bugging me. Shouldn't "Waxing Glory" be "Waning Glory"? The angel that takes it is getting less powerful, not more. Look, it even has the word "wanes" right there in the description!

Also, do models with Angelic Flight march and charge 20"? I presume that 'up to 10"' means up to 10" at all times, but am I wrong?

1. Yes it should be. Good point.

2. No they don't. Like normal flight, it's never doubled for any reason. A line should probably be added stating that.

@Hak: You're right, it is grammatically confusing. Every time I read it, I sub-consciously added the commas. Needs to be re-worded really.

AoAlgebra :lol:

Grand Seraphim - January 3, 2007 10:21 PM (GMT)
Does a line really needed to be added for that? I mean, come on, do people really think they can march in flight?

Phooey.

GS

ilmrik - January 4, 2007 06:41 PM (GMT)
QUOTE
Does a line really needed to be added for that? I mean, come on, do people really think they can march in flight?


ofcourse weapons are less heavy if you holster them :D
most logical lore of gravity

Dark Angel - January 10, 2007 09:45 PM (GMT)
ok well due to the want to change magic we need to revamp our mages and fix the point cost now

Angel of Algebra - January 10, 2007 10:32 PM (GMT)
We should probably finalise the Holy Power rules first. But that is on my to-do list, yes it exists :P, and will be addressed in due time. Also note I do have a new version of the list in progress, and as soon as I find out how to upload PDFs, I'll have it up on the site.

AoAlgebra :lol:

Thragka - January 31, 2007 08:29 PM (GMT)
Can an angel take an additional hand weapon and a weapon blessing? If so, how does this work? If not, I think this should be clarified, because it does say that an angel can take mundane equipment and a weapon blessing, but that particular combination looks a bit off to me.

Also, Spear of Light needs to have a look taken at it. Unless whatever model has it doesn't take mundane equipment, they're going to be using both of their hands for weapons anyway, so that line is somewhat redundant. What does the blessing do, anyway - lengthen the weapon? Make it heavier?

Haktar - May 24, 2007 11:10 AM (GMT)
what happened? i left you all happily discussing this and return just a few weeks later, and its DEAD!

come on...
hak

Angel of Algebra - May 24, 2007 01:22 PM (GMT)
Several things happened, unfortunately, to lower activity. Including GS having problems IRL and everyone having exams.

Also, since the PDFs went up, this list went out of date.

AoAlgebra :lol:


Grand Seraphim - May 24, 2007 10:19 PM (GMT)
Nice to see you Hak!

I think if activity picked up we shouldnt have to much of a problem of getting the place in working order *summons DA*. But yeah, i had some unexpected stuff happening in my family, and now im in the middle of some serious work (You wanna try writing a 15 page essay on the legality of modern day torture? No i didnt think so... :P)

So yeah, i'll update the list soon, i might get a chance next week. But if ou havent already done, check out the PDF's, there awsome.

GS

Angel of Algebra - May 25, 2007 07:17 PM (GMT)
The Compendium has now been edited to bring it up to date with the current PDF, although see my additional comments at the bottom of the second post, and throughout the whole thing, for that matter ;).

AoAlgebra :lol:

the dark master - May 25, 2007 07:52 PM (GMT)
Awesome! thanks ^^ Now I can use the list(Although I'm not giving up on the PDF- I'll try it once a day)

Now about some of your comments:

QUOTE
Are we ditching the "Requires two hands" part, as per the discussion It'll need a new name probably, if we are.


I think we should, it would make no sence not to.
Could a change as small as "Blade of light" be sufficient?


QUOTE
Any suggestions for the Champion name?


A few. How about:
Avenger?
Angelic Vengeace?
Holy Vengeance?
Blessed Vengeance?
Avenging Angel?

And on a different note, I've finally succumbed to group-pressure and from now on I'll end my posts with "--[username]" :P

--The Dark Master

Angel of Algebra - May 26, 2007 01:26 PM (GMT)
QUOTE
I think we should, it would make no sence not to.
Could a change as small as "Blade of light" be sufficient?

Kick ass. Noted in my to-do list.

QUOTE
Avenger?
Angelic Vengeace?
Holy Vengeance?
Blessed Vengeance?
Avenging Angel?

I quite like Avenger, or maybe even Holy Avenger. ~Scribbles notes onto to-do list~

QUOTE
And on a different note, I've finally succumbed to group-pressure and from now on I'll end my posts with "--[username]" :P

Bah! Mine is more original, and also rooted from the Cult of the Hidden Word!

AoAlgebra :lol:

Dark Angel - May 26, 2007 07:13 PM (GMT)
make it avengers story behind them is that they have a burning hatred for the forces of chaos and anything associating with them they travel in bands and never lesion to the generals (dominion is the exception) they wear no armor and instead are covered in holy magical tattoos which emit a blinding light turning them in to a shining ball of death.




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