View Full Version: List 1.2!

Seraphim > The Archives > List 1.2!



Title: List 1.2!
Description: The one Baran posted was a lie


Grand Seraphim - September 2, 2005 08:03 AM (GMT)
Everything Baran list is a lie, never listen to him. I will beat his head against a brick wall severley for his wrong doing. This is the real list.


Warhammer Armies: Angelic Beings Version 1.2

Army Wide Special Rules: 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.

In additon to this if an angelic beings charges an enemy unit and breaks them in combat on the first combat round they pursue 3D6. This does not count for fallback but if they slay the entire enemy unit they may overun 3D6 as well.


Cherubim
200
M4 Ws7 Bs5 S5 T4 A5 I8 3W Ld10
Can have 100 points of angelic gifts
Angelic Robes: 5+ Ward
The Cherubim may take a Great Weapon (+6pts) a Halberd (+4pts) an additional hand weapon (+5pts) or an Sword Stick (+10pts)
He may also be equipped with a Bow (+10 pts)
The Cherubim may wear heavy armour (+5pts) or light armour (+3pts) may also take a shield (+3pts)
Can become a magic user (up to level 3, for plus 40 points a level)

Ark Virtue
225
M4 WS5 Bs4 S3 T3 A1 I5 3W Ld8
Angelic Robes: 5+ Ward
May choose from lore of the Ancients, Heavens or Light
May choose up to 100 points of magic items
The Ark Virtue is a level 3 wizard. He may be upgraded to level 4 for 35 points.


Heroes:

Princedom
100
M4 Ws6 Bs5 S4 T4 A3 I6 2W Ld9
Can have 50 points of angelic gifts
Angelic Robes: 6+ Ward
The princedom may be equipped with a Great Weapon (+4pts), Halberd (+3pts), an additional hand weapon (+4pts) or an Sword Stick (+8pts)
The Princedom may wear heavy armour (+4pts) or light armour (+2pts) may also take a shield (+2pts)
He may also be equipped with a Bow (+8pts)

May take the army battle standard +25tps. If Princedom does, he cannot be general and may not take any other non-magical equipment. He may also take up to one magic banner, up to any pts cost. If he chooses a banner he may not take any other options whatsoever.


Dominion
130
M4 Ws6 Bs4 S5 T4 A4 I7 2W Ld10
Stubborn. Can’t join Angels, Archangels, Vengeances, Cherubim’s guard, Powers, Virtues or Choirs.
Can’t be general.
Can have 50 points of magic items
Angelic Robes: 5+
The Dominion may be equipped with a Great Weapon (+6pts), Halberd (+4pts), an additional hand weapon (+5pts) or an Sword Stick (+10 pts)
The dominion may wear heavy armour (+4pts) or light armour (+2pts) may also take a shield (+2pts)

Virtue
105
M4 WS5 Bs4 S3 T3 A1 I5 2W Ld8
Angelic Robes: 6+ Ward
May choose from lore of the Ancients, Heavens or Light
May choose up to 50 points of magic items
The Virtue is a level 1 wizard. He may be upgraded to level two for 35 points.

CORE:
Angel
11
Unit size:10+
M4 WS5 Bs4 S3 T3 A1 I5 1W Ld8
Hand weapon
Heavy armour
May take Longbows for +2 points (you may only have as many angel units with longbows as you have angel units without bows)
Shield (1 pt)
Promote One angel to a Standard bearer (+12pts)
Promote One angel to a Champion (+12pts. +1A)
Promote One angel to a Musician (+7pts)
One unit in the army may take a blessing on there banner (if they have a standard bearer) up to the value of 25pts


Archangels
14
Unit size:10+
M4 WS5 Bs4 S4 T3 A1 I5 1W Ld8
Heavy armour
Additional Hand Weapons
May switch Additional Hand Weapons for Halberds for free
Must have at least as many angel units as archangel units
Promote One angel to a Standard bearer (+14pts)
Promote One angel to a Champion (+14pts. +1A)
Promote One angel to a Musician (+7pts)
One unit in the army may take a blessing on there banner (if they have a standard bearer) up to the value of 50pts

Vengeances
24
Unit Size: 5-15

M4 WS5 BS0 S4 T3 A2 I5 W1 Ld9
The Vengeances do not wear armour. They go into battle bare chested. However, their skin is blindingly light. As such, they have a 4+ ward save against shooting.
Skirmish
Stubborn
Hatred of Chaos
They wields twin bladed swordsticks. These can either be used as two hand weapons or great weapons. All troops must use the same attack.
They do NOT count towards core minimum.

Special:

Anelai
13
Unit size: 8-12
0-1 per 1000 points
M4 Ws5 Bs3 S4 T3 W1 I5 A2 Ld8
Hand Weapon
Skirmishing
Scouts
Stray too Far- The Anelai have gone too far away from their sacred tower and therefore they have lost their wings and ability to fly. Aneali may not use angelic flight
May be upgraded with flaming bows for +3pts a model.
No change

Cherubim Guard
18
Unit size: 10+
M4 WS5 Bs0 S4 T3 A2 I5 1W Ld9
Angelic Robes: 6+ ward
Heavy armour
Swordstick
0-1 per Cherubim
Cherubim Flight. The Cherubim guard have been blessed to always protect the cherubim whenever he is in danger, they come to his aid. Because of this, they have stronger wings, and can fly 12" instead of 10.
When the cherubim they are "guarding" is killed then they gain hatred towards that unit.
Promote One angel to a Standard bearer (+14pts)
Promote One angel to a Champion (+14pts. +1A)
Promote One angel to a Musician (+7pts
Cherubim guard may take a blessing on there banner (if they have a standard bearer) up to the value of 50pts


Powers
62
Unit size: 3+
M4 WS4 Bs0 S6 T4 A3 I4 3W Ld8
Heavy armour
2 hand weapons


Sons of Fire
Unit size: 5-10
M4 Ws5 Bs4 S3 T3 W1 I5 A1 Ld9

Pts: 31 pts per model

Special Rules
Terror-Sons of fire cause terror in their enemies.

One with the Flames- The Sons of Fire hurls fireballs from their hands, incinerating their foes. This counts as a ranged weapon with the following statistics.

Range---Strength
16"-------- S4.

Flaming attack, Magic attack

When the enemy that they are shooting at is within 12, the fireballs Strength is increased to 5.

In addition they receive a 5+ ward save.

Fire Spirit- The fire that surrounds the Sons of Fire is a deadly weapon in close combat, burning their opponents. Before other attacks are made, every model in base contact with a Son of Fire takes a S3 flaming hit. This happens before any attacks are made in close combat (even before chargers) all deaths caused by the fire counts towards combat resolution.

Skirmishers

RARE

Choir
205
Unit size: 1
M4 WS5 Bs4 S3 T4 A0 I5 4W Ld8
Nominate an enemy unit, within 40 inches and Line of Sight, and not in combat. That unit must take a leadership test. They may not use the generals ld for this test and they may not use a battle standard re-roll. If the unit that failed its leadership test is an infantry Or an Ogre-sized model’s unit then they take 2d6 wounds. If the unit that failed its leadership test was a unit on bases larger than infantry units then this unit takes D6 wounds. No armour saves are allowed
against these wounds, though ward saves are.

Whenever a unit loses 20% of their models to the choir, they must immediately flee, as though they failed a panic check

This affects Unbreakable, Immune to Psychology, or any unit that is assumed to automatically assume to pass its ld test.

Angelic Robes: 6+ Ward
Hand Weapon
Unit Strength: 6
Makes it a little more useful, and the second bit is just clarification

Mylia 80 points
M4 WS4 BS0 S5 T4 A4 I3 W2 Ld7

Unit Strength: 4

Mystical ties: There must be 1 mage for every 2 Mylia in the army. Once this mage has been slain in battle, the Mylia loses its 6+ ward save and takes an automatic wound.
Fly: Mylia have large, powerful wings and can fly.

Heavenly Aura: The mages of the angels have blessed Mylia with a heavenly aura that bends blades that attempt to penetrate, and knocks arrows out of the air. As such, they have a 6+ ward save

Skirmish

Breath attack: Mylia have a breath attack S2, this attack ignores armour saves.

0-1 Abalim Throne
The Abalim are great thrones of crystal and marble upon which the lords of the angels sit in their tower of the Celestial Throne. They are potent magic items, and are sometimes brought into battle, where they unleash their potent magic on the enemies of the angels.

220 pts/model
Unit size: An Abalim consists of four angels carrying the Abalim throne mounted on a 50mm base.
Angel M4 WS5 Bs4 S3 T3 W1 A1 I5 Ld8
Abalim M- WS- Bs- S- T7 W4 A- I- Ld-
Unit Strength: 6
Weapons and Armour: The angels carry hand weapons and wear heavy armour (5+ armour save). The Abalim generates a protective field, giving a 5+ ward save to itself and its crew.
The Abalim and its crew cannot fly

Treat the Abalim as a war machine and its bearers as its crew for the purposes of movement, combat and shooting. Its base movement rate is 4, which is reduced by 1 whenever a bearer dies. Unlike other war machines, the Abalim can march. It’s protective field also means that missile hits will only hit the crew on a roll of six.

Special Rules: Abalim Magic
Abalim Magic: The Abalim is a potent magical artefact charged with power. It does not attack in the normal way, but unleashes magical energy.
You may use the Abalim’s Magic in the magic phase. The Abalim casts a number of Angelic Blast spells equal to its remaining wounds. You may target multiple units with the blasts. To work out the power level of the blasts, roll a D6. The number rolled is the power level of the blasts. However, if you roll a 1 when working out the power level, something has gone wrong with the mystical energy and workings of the throne. Roll a D6 and consult the Abalim miscast table.

Abalim miscast table
1-3 = The throne emits a mighty groan and begins to crack. The Abalim takes an automatic wound with no saves allowed.
4-5 = The throne creaks and loses much of its power. The Abalim casts half the normal number of magic missiles (rounding down) with a power level of 1.
6 = The throne creaks and groans, but stabilises. The Abalim casts its magic missiles as normal, but with a power level of 1.




MOUNT
Nova Dragon
-May be taken as a mount by A cherubim. If chosen the dragon takes up an additional Hero Slot in the army.

-----------------M---Ws---Bs---S---T---W---I---A---Ld
Nova Dragon--6----6-----0----7---6----6----5---4---10

(+370pts mount for Cherubim)

Special rules-
-Terror: Nova dragon causes terror

-Flight: A nova dragon has massive wings and may fly

-Large Target: The Nova Dragon is a large target

-Un breakable bond: If the Cherubim rider dies while riding a nova dragon no roll on the monster reaction chart is needed. The Nova dragon automatically Hates the unit/character that killed its master and will always charge it if the dragon can. If the dragon succeds in killing the enemy character/unit that slew its master it returns to normal control by the angelic beings player for the remainder of the battle.

-Angelic Wards: Being not of this world Nova Dragons gain a 6+ ward save, the dragons attacks are also magical.

-Scaly Skin: 3+

-Arcane Magic: The nova dragon may become a wizard a level 1 wizard at (+50pts). He will always use lore of fire and genrates power and dispel dice in the same way as any other wizard.

Lore of the Ancients
Angelic Blast – (cast on 6+)
Counts as Magic Missile with Range 24” doing D6 S4 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.

The Enemy is Weak - (Cast on 7+) Remains in play for one turn
This spell can be cast on one friendly unit within 12" line of sight of the caster including units in close combat. Until the beginning of the caster's next turn the chosen unit may not be wounded on anything better than a 4+. (eg- A dwarf warrior with GW hits the angel. Normally he would be wounding on a 2+, but if TEIW is in play then he would wound on 4+ instead)
All the normal RIP disadvantages (can't cast another spell, and so on) and it'll be good.

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”. RIP.
It’s a really powerful spell, as of now. I made it RIP and decided to make it within 10", not 18 as it was before.

Azrael’s Protection – (cast on 9+)
Can be cast on any friendly Angelic unit within 18” of the caster. Gives that unit a 5+ Ward save until the casters next magic phase.
It was too powerful.

Seraphaal's last wish- (10+)
All angels within 12" of the caster get +1 to strength, WS and I


Shining Light of the Old Ones Cast on 12+ Lasts 1 turn
This spell can be cast by the caster on himself. Blinding Light bursts forth from the angel, surrounding all nearby units. Very few can bear to look at the light, such is its radiance. All shots at any Angelic unit that is within 6” of the caster have a –2 modifier. Any model in close combat with a unit within 6” of the caster suffers –1 to hit

Angelic Blessings
Angelic Heroes and Lords may take Angelic Blessings. Heroes may not take more than two blessing from each section. Lords may take up to three blessings from each section.

Angelic blessings are not magic items and may not be destroyed by magic weapons etc in the same way as Daemonic Gifts.

You may never take multiples of the same blessing.

Weapon blessings

Crystal Blessing
Blessed by the crystal sword of Seraphaal, no defence whether magical or physical can stand before a weapon such as this.
Ignore all saves - 70pts

Glowing Blade
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 – 25pts

Speed of Thought
The angel moves faster than any enemy can react, effortlessly launching his strikes before his foe's.
Always strikes first - 25pts

Fury of Gabriel
Empowered by the great angel Gabriel, the warrior's blade strikes great arcs of death, cutting a swath through the ranks of his foes.
For every hit in combat the angel may make an extra attack. Note he only gains an extra attack for each hit from an attack on his profile. You do not get an extra attack if you hit with one of the extra attacks. – 45pts

Arrows of Light
The arrows of the angel glow with white light. When they land, they release a burst of energy. No enemy no matter how distant or hidden can escape their blast.
The model suffers no negative modifiers when shooting – 15pts


Blessing of Sandalphon
Sandalphon, angel of guidance guides the arrows of his favoured warriors towards their target. Angels blessed so scarcely have to aim their arrows.
The model may shoot as many times as attacks on profile – 30pts


Blessing of Azrael
Azrael, angel of death, grants his champions a measure of his awesome strength.
+1 strength and killing blow. Killing blow on 5+ against chaos – 40pts

Bow of the Ancients: This holy artefact needs no ammunition, for when the angel pulls back the gleaming string, an arrow of light magically conjures upon it. The arrow pierces through ranks like a hot knife through butter. Counts as a longbow that may only be used in the magic phase. Contains a bound spell with a power level of 4. The arrow of light it fires counts as a Bolt Thrower with S5. The strength of the arrow does not reduce for piercing through multiple ranks. – 55 pts

Wings of Revenge: 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. The angel can deal d6 S4 hits to one unit per shooting phase with a range of 6". All attacks made against the angel suffer a -1 to hit penalty. –45 pts


Spear of Light: 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. - 45 pts

Defensive blessings

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


Blessing of Raphael
Raphael, angel of healing watches over the angel and heals his wounds.
The model can regenerate –65pts

Gaze of the Void
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.
Leadership test to attack model - 25pts

Dazzling Robes
Brighter than the sun, the angel’s robes stream forth light, blinding those who come near.
-1 to hit in CC - 25pts

Blessing of Camael
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.
Can never be wounded on better than 4+. When combined with TEIW, the model cannot be wounded on worse than a 5+ - 35pts

Waxing Glory
The angel glows with the radiance of the midday sun. But like the setting sun, its light wanes all too quickly.
Armour save equal to game turn. i.e. on turn 2 gives a 2+ armour save, on turn 4 a 4+
save. Cannot be combined with any other armour - 45pts

Protective blessings

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

Blessing of Zadkiel
The hero is blessed by Zadkiel, angel of Benevolence, and can implore his god to spare him from enemy blows.
Ward save increased by +1 - 20pts

Sixth Sense
The angel can sense danger before it happens, allowing him to twist out of the way of otherwise fatal blows.
Immunity to killing blow - 35pts

Aura of Distortion
The mere presence of the angel warps the air around him. Arrows snap and bullets veer away when they enter the field.
2+ ward save against non-magic missiles - 40pts

Incredible Agility
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 initiative of angel then hit is discounted - 40pts

Arcane blessings

Spell weaver
The angel is a master magician, skilfully balancing great amounts of power.
+1 spell, +1 power dice - 40pts

Master of Magic
The angel weaves his spells with unmatched accuracy, so he never loses control of his spells.
Immune to miscasts (spell still fails, just immune to other effects) - 40pts

Knowledge of Raziel
The angel blessed with this may choose his spells from the lore he chooses instead of rolling for them at the start of the game.
-40 points

Void Siphon
The angel can siphon energy from the angelic void to fuel his spell casting ability.
+D3 power dice once in the game – 15pts

Magical Vortex
The angel is capable of summoning a mystic vortex to drain power from his foes.
Use at start of own magic phase. +3 to dispel for that turn only. one use only - 35pts

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

Banner blessings

Light of Serraphal
The light of Serraphal 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 they march forward to battle.

When this banner is taken each and every angelic turn it counts as a dispel scroll and may be used once every turn. Every angelic magic phase it counts as a new dispel scroll, and if not used by the end of that turn it disappears but a new one appears the following turn.
-125pts

Blessing of Jophiel
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 is stubborn - 40pts

Blessing of Michael
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 LD test or will hit on 6+ - 30pts

Shining Light
The unit’s banner emanates bright light. Archers and gunners can hardly bear to look at it to shoot.
-2 to hit when shooting this unit - 40pts

Blessing of Haniel
Haniel, angel of harmony, creates perfect balance around the angels, dissipating evil before it nears them.
Unit immune to death, shadow, dark and any chaos magic - 50pts

Guidance of Sandalphon
A banner blessed by Sandalphon, angel of guidance guides the arrows of its bearers, so they barely have to take aim.
Once in the game the unit can shoot twice in their shooting phase - 25pts

Aura blessings

Blessing of Raguel
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 are immune to psychology - 70pts

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


Wings of Fire
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 – 35 pts

Light storm
The angel can summon the wrath of Seraphaal on his enemies, calling down blasts of searing light from the sky.
All enemy units within 6 inches take d6 S4 hits. This attack is used instead of firing a weapon in the Shooting phase - 60pts

Star fall
The angel can call down a blazing star onto the heads of his foes, blasting them apart.
Uranons thunder bolt, power level 4 - 35pts

Gift of Raphael
Raphael has granted the angel a measure of his power, allowing him to heal the wounds of his fellows.
Healing hand, power level 3 - 25pts

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

Angelic Apparition: One use only. The angel can manifest anywhere on the field at any time. 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. 25 pts




Hosted for free by InvisionFree