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Title: Rewritten Compendium 2


Prince Senlaith - November 25, 2005 05:26 PM (GMT)
Well, it seems that with the addition of various new stuff, the compendium is now too big to fit on one page, so I'm reposting it here on two pages. Enjoy.


Angelic Beings

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 Nirvana, 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 Nirvana, 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 Nirvana. 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 Nirvana. 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 Nirvana 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 with this ability can fly 10”. However, due to their lower flight arc, they may not fly over enemy units, as doing so would only bring them into contact with their foes. They may also only flee and pursue 2D6, as they are not as swift as other fliers.

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 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. P 51. L1-2



Cherubim
From his Heart came the Cherubim, mighty warriors, without whom the Angels would surely fall.
The Celestial Tome of Sephiroth. P 51. L3

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 Nirvana, 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.

Cherubim: M4 Ws7 Bs5 S5 T4 A5 I8 3W Ld10
Special Rules:
Angelic Charge
Cherubim Flight: The Cherubim are the greatest of Angels commonly seen on the field of battle, and as such are gifted with wings greater than those of their compatriots. Cherubim may fly up to 12”.


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. P 51. L4

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.

Princedom: M4 Ws6 Bs5 S4 T4 A3 I6 2W Ld9
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 Nirvana, for they are restless wanderers who dislike being in close proximity to others. Those that stay in Nirvana 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.
Dominion: M4 Ws6 Bs4 S5 T4 A4 I7 2W Ld10
Special Rules:
Angelic Flight.
Angelic Charge.
Stubborn: Dominions have nothing left to lose, and will never back down. They are stubborn.
May not join any friendly units.

Virtues
From his brain came the Virtues, channelers of the holy power of the Angels.
The Celestial Tome of Sephiroth. P 51. L5

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 Nirvana, 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 Nirvana 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 Ark Virtue, 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.

Ark Virtue: M4 WS5 Bs4 S3 T3 A1 I5 3W Ld8
Virtue: M4 WS5 Bs4 S3 T3 A1 I5 2W Ld8
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. P 51. L6

The Angels are by far the most numerous of the Angelic Beings. They form the bulk of the population, the citizenry of Nirvana. 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.

Angel: M4 WS5 Bs4 S3 T3 A1 I5 1W Ld8
Champion: M4 WS5 Bs4 S3 T3 A2 I5 1W Ld8
Archangel: M4 WS5 Bs4 S4 T3 A1 I5 1W Ld8
Celestial Being: M4 WS5 Bs4 S4 T3 A2 I5 1W Ld8
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.
Vengeance: M4 WS5 BS0 S4 T3 A2 I5 W1 Ld9
Special Rules:
Angelic Flight.
Angelic Charge.
Skirmish: The Vengeances do not fight as an ordered regiment, but rather as a group of individuals. They are skirmishers.
Stubborn: Vengeances burn with a fiery passion for battle, and will almost never retreat from a fight. They are stubborn.
Hatred of Chaos: The Vengeances hate Chaos with a fury that outstrips all others. They suffer from hatred when fighting against Chaos, including Skaven.
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 4+ ward save against shooting.

Crystal Guardians
When Seraphaal shattered into thousands of fragments, not all of these shards formed an Angel. One shard simply embedded itself into the ground. Even the Angels know little about the Crystals, but they know that from that single crystal, a whole forest grew, covering a large area to the North of Nirvana, freezing over the lakes and forests, creating a chilling, silent forest. When Canti, the Wise Angel, came upon this forest, he immediately recognised it's power, and knew it would be a perfect location for him and his followers to settle. He founded the city of Bran Bal, with the great tower of the Exuromors at its centre, and he and his followers have dwelt there ever since. These Crystal Angels have adapted to their unusual environment. Their weapons and armour are not forged from iron or steel, but from crystal. They are deadly warriors, for all of Canti's followers are devoted to their path, and there are few craftsmen or artists in Bran Bal, save the Crystal Artisans. Although they rarely march to war, save under the command of one of Canti's lieutenants, the Crystal Guardians, as they are known, are formiddable opponants. Many an opponant has felt the cold touch of fear when faced with their gleaming ranks. This fear is well founded, for the combined power of Angel and Crystal is potent indeed, and few foes have escaped alive from an encounter with the Crystal Guardians.
Crystal Guardian: M4 WS5 Bs4 S3 T3 A1 I5 1W Ld8
Immortal: M4 WS5 Bs4 S3 T3 A1 I5 1W Ld8
Special Rules:
Angelic Flight.
Angelic Charge.
Crystal Armour: See the Angelic Armoury.
Crystal Blades: See the Angelic Armoury.


Cherubim Guard
From his Ribs and skull came the Cherubim Guard, to forever protect the Cherubim and Seraphim in peace and war.
The Celestial Tome of Sephiroth. P 51. L7
The Cherubim Guard 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 Cherubim Guard are always there, ever vigilant, ever watchful. When the Angelic Host was created the Cherubim Guard 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 Cherubim Guard 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.

Cherubim Guard: M4 WS5 Bs0 S4 T3 A2 I5 1W Ld9
Divine Sentinel: M4 WS5 Bs0 S4 T3 A3 I5 1W Ld9
Special Rules:
Angelic Charge.
Cherubim Flight: See Cherubim
Guardians: The Cherubim Guard are devoted to protecting the Cherubim, and will become filled with fury if he is injured. At the start of the game, state which Cherubim each unit of Cherubim Guard is protecting. They must each protect a different Cherubim. If the Cherubim they are guarding is killed, the Cherubim Guard will hate the unit or model that killed him.

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. P 51. L8
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 Nirvana, 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 Nirvana 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.

Power: M4 WS4 Bs0 S6 T4 A3 I4 3W Ld8
Special Rules:
Angelic Flight.
Angelic Charge.

Silver Knights
When the Crystal Forest expanded, there were many creatures caught within it's confines. Many died due to this new environment, but others survived, helped along, some say, by the power of the Crystal. One such species were the Silver Drakes. Originally small reptiles, the power of the Crystals changed them, growing them to five times their original size. The Crystal Angels named them Silver Drakes, for they resembled dragons, but their wings and skin were shimmering crystallic silver in colour and texture. Over the centuries, the Crystal Angels befriended the Silver Drakes, some of them forming especially strong, almost telepathic bonds with the creatures. Following the betrayal of the Chaos Angels, Canti formed these Angels into the Silver knights, a corps of the finest warriors in the Crystal Kingdom. To each of them he gifted a special suit of Crystal Armour filled wwith the memories of the greatest of the Angels, allowing even the youngest of the Silver Knights to fight with the skill of millennia. Riding into battle upon their majestic steeds, crystal armour and silver skin gleaming in the sunlight, it is a brave foe indeed who can face their onslaught.
Silver Knight: M4 Ws5 Bs4 S4 T4 W2 I5 A1 Ld9
Silver Paladin: M4 Ws5 Bs4 S4 T4 W2 I5 A2 Ld9
Silver Drake: M7 Ws3 BS- S4 T- W- I3 A2 Ld-
Special Rules:
Flight: Silver Drakes have large wings and, thus can fly, as described in the warhammer rulebook.
Silver Drakes: Silver Drakes are treated as cavalry mounts. However, due to their thick skin, they provide +2 to the rider's armour save, rather than +1 (for a total save of 3+). The Drake's toughness and wounds are combined into the profile of the rider, but they still make separate attacks.
Crystal Blades: See the Angelic Armoury.
Crystal Armour: See the Angelic Armoury.
Might of the Fallen: The Silver Knights armour was crafted by Canti, and contains the memories of the mightiest of the Angels, allowing them to fight with unsurpassed skill. At the start of each turn, the Silver Knights may add +1 to any attribute on their profile (not the drake's) except wounds. This effect lasts one turn, and you may not choose the same attribute two turns in a row.

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 Nirvana 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.

Anelai: M4 Ws5 Bs4 S4 T3 W1 I5 A1 Ld9
Special Rules:
Angelic Charge.
Skirmishers: It is hard to keep in formation when diving down towards the ground, and as such the Anelai do not fight in formation. They are skirmishers.
Flight: The Anelai are blessed with wings much larger than those of any other Angels, allowing them to fly with the greatest of ease. Anelai can fly a full 20”.

Death from Above: The Anelai will often fly high above the armies before the battle starts, before swooping down upon their foes, rather than staying on the ground. If you wish, any unit of Anelai may deploy using the Death from Above rules.
To do this, after all units have been deployed, including scouts, place a marker anywhere on the tabletop for each unit. This represents the rough area where the Anelai have agreed to arrive.
At the start of the Angelic Beings turn 2, roll a D6 and consult the table below to see
if the Anelai have arrived.

Turn - Anelai arrive on a…
Turn 1 - No roll
Turn 2 - 4+
Turn 3 - 3+
Turn 4 - 2+
Turn 5 – Automatic

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

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

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 the land. They may not move this turn. If charged, they may only hold as a charge reaction.

Prince Senlaith - November 25, 2005 05:27 PM (GMT)
Choir
From his mouth came the Choristers, to forever serenade the Blessed host with their beautiful song.
The Celestial Tome of Sephiroth. P 51. L9
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.

Choir: M4 WS5 Bs4 S3 T4 A1 I5 W4 Ld8
Special Rules:
Angelic Flight.
Angelic Charge.
Choral Singing: The voices of the Choir can tear minds apart with their beautiful sound, and banish Daemons back to the Realm of Chaos. Their singing can be used in the shooting phase. Target an enemy unit that is within 30” and in line of sight, and not engaged in combat. That unit must take a leadership test. If they fail, the unit takes 2D6 wounds with no armour save allowed, although ward saves are. However, if the target unit is a cavalry unit (i.e., on a 25 x 50 mm base), or a single model, they take D6 wounds instead.

Sons of Fire
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.

Son of Fire: M4 Ws5 Bs4 S3 T3 W1 I5 A1 Ld9
Special Rules:
Angelic Flight.
Angelic Charge.
Cause Terror: The Sons of Fire are terrifying beings, eternally wreathed in flames yet they do not burn. They cause terror.
Skirmishers: The Sons are not ordered professional troops, and they have learnt from experience that getting close to most other beings is not a good idea. Sons of Fire skirmish.
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.

Nova Dragon
When the Old Ones first arrived on the world, one of the few beasts that were there before their coming were the Dragons. The Dragons respected the Old Ones, and they became allies of a sort. As such, many Dragons lined the pathway to the Polar Gates when the Old Ones left. When Chaos poured into the world, they stood by Seraphaal, and many a Daemon fell to their claws. When Seraphaal fell, there were but a few left. However, as the shards fell all around them, many of these remaining Dragons were struck by the shards. Rather than injuring them, the shards merged with the Dragons, filling them with Angelic power. After the great conflict, these Angelic Dragons became known as Nova Dragons. Each Nova Dragon will only ever allow one particular Angel to ride it too battle, for they are extremely long-lived, and are slow to befriend others. They have a mental bond with their rider that can only be broken by death, and they will fly into a frenzy if their master is killed.
Nova Dragon: M6 Ws6 Bs0 S7 T6 6W I5 A4 Ld10
Special rules:
Terror: A Nova Dragon is a massive monster filled with Angelic power. It causes terror.
Flight: A nova dragon has massive, bat-like wings and can fly.
Large Target: The Nova Dragon is a huge creature that counts as a large target.
Unbreakable Bond: Nova Dragons have a deep bond with their riders, and will fly into a frenzy if they are harmed. If the Nova Dragon’s Cherubim rider dies, no roll on the monster reaction chart is needed. The Nova dragon automatically hates the unit or character that killed its master, and will always charge that unit or model if it can. If the Dragon succeeds in killing the enemy character or unit that slew its master, it returns to normal control of the Angelic Beings player for the remainder of the battle.
Angelic Wards: Being intensly Angelic creatures, Nova Dragons have a 6+ ward save.
Magical Attacks: the Nova Dragon is imbued with Angelic power. Its attacks are magical.
Scaly Skin: The thick, scaled hide of a Nova Dragon protects it from harm. It has a 3+ scaly skin save.
Arcane Magic: Some of the most powerful Nova Dragons can harness the deific power of the Angels. A Nova Dragon may become a level 1 wizard for +50pts. He will always use the Lore of Fire and generates power and dispel dice in the same way as any other wizard.

Silver Drake
The Crystal drakes were originally small reptiles, not much larger than cats or dogs. However, when the Crystal forest expanded, they underwent rapid change. It is widely believed that the power of the Crystals infused them, allowing them to grow to the size of a large horse. Their dull skin became shimmering, crystallic Silver, and their wings grew to allow them to fly with ease through the Crystal Forest. Many believe that the Crystal forest purposefully engineered these creatures to protect it from attacks, for they are fearsome creatures, with a razor-sharp bite that can sever a man's arm. When the Crystal Angels arrived in the forest, they immediately saw an ally in these fearsome creatures, and over many centuries, some of them grew especially close to the Silver Drakes, up to the point where they could ride into battle upon their backs. These Drake riders are a terrifying possibility to face in battle, combining the martial skill of an Angel with the speed and slashing claws of a Silver Drake.
Silver Drake: M7 Ws3 Bs- S4 T- W- I3 A2 Ld-
Special Rules:
Flight: Silver Drakes have large wings and, thus can fly, as described in the warhammer rulebook.
Silver Drakes: Silver Drakes are treated as cavalry mounts. However, due to their thick, silvery skin, they provide +2 to the rider's armour save, rather than +1.

Such was the Angelic host created, and so shall it be until the end of time.
The Celestial Tome of Sephiroth. P 51. L10



Angelic Armoury

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

Crystal Blade
The Angels of the Crystal Kingdom make their weapons from the shining crystal of the great forest. This crystal is strong as steel, and can slice through armour like it wasn’t there.
Makes the Angel’s attacks armour piercing.

Crystal Armour
The Angels of the Crystal Kingdom forge their armour as well as their weapons from Crystal. This Crystal armour is flexible yet as hard as any metal, and the magical properties of the crystal absorb or dissipate hostile magics before they can affect the bearer.
Counts as heavy armour (5+ save). An Angel with crystal armour also has magic resistance (1).

Lord of the Crystal
Canti’s most trusted servants are known variously as Masters of the Crystal and Patrons of the Crystal, depending upon their rank. But together these powerful warriors are known as Lords of the Crystal. They rule over the various parts of Bran Bal, and it is they who lead the warriors of the Crystal to war. Indeed, it is rare for more than a handful of Crystal Angels to take part in a battle if they are not lead by a Lord of the Crystal.
A Master or Patron of the Crystal is equipped with a Crystal Blade and Crystal Armour, and may not take any other mundane weapons or armour except for a shield, and may not take any weapon blessings or any blessing that provides an armour save or magic resistance.
If there is a Master or Patron of the Crystal present in an Angelic army, the 0-1 restriction on Crystal Guardians and Silver Knights is waived.

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

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

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

You may never take multiples of the same blessing.


Weapon blessings

Crystal Blessing – 70 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.

Blessing of Penetration – 55 points
May only be blessed on bows.
Whenever the Angel fires a shot with is bow, a blinding magical aura suppounds the arrow, which pierces through ranks like 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.

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
When placed on a spear, this blessing infuses the weapon with the power of the Old Ones, enabling it to pierce armour and bodies with ease.
Requires 2 hands. Armour Piercing. For every kill caused by the spear, the angel gains one attack in the next combat phase in that encounter.

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

Blessing of Sandalphon – 30 points
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 the number of attacks on his profile.

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.

Arrows of Light – 15 points
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.


Defensive blessings

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

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

Dazzling Robes – 35 points
Brighter than the sun, the angel’s robes stream forth light, blinding those who come near.
Any enemy who attacks the Angel in close combat suffers a -1 tohit modifier.

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

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

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


Protective blessings

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

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

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

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

Sixth Sense – 15 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.


Arcane blessings

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

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

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

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

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

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


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 an infinite number of 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 Death, Shadow, Dark and any Chaos magic.

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 tohit 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 Hand as a bound spell with a power level of 3.

Angelic Apparition – 25 points - One use only.
The angel is blessed with the ability to dissipate his physical form and reappear at another location near-instantly.
Once during the battle the angel may 'teleport' to any location on the field within 12" of his starting position at the beginning of the Angelic Beings player's turn. This may NOT take him out of combat, but it may put him into combat.


Holy Power of the Angels

As the bane of all chaos, the Angelic race does not attempt to harness the power of the foul winds of magic, raw energy of the great enemy. Our magic is provided by ourselves, for we are flesh of the great Seraphaal. His energy is ours, and we wield it to smite our foes.

All Angels generate holy power, which can be harnessed by those skilled enough. Every angelic unit may provide one extra power dice to one mage within 12”. Only that mage may use that dice. Units may not provide more than one dice per turn.

The Lore of the Ancients

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

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


Angelic Blast – (Cast on 6+)
Summoning the power of the angels into a physical form, the mage launches a blast of holy light at his enemies.
The Angelic Blast 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.

The Enemy is Weak - (Cast on 7+)
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+.

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 by 5”.

Azrael’s Protection – (cast on 9+)
Lasts one turn
The air around the Angels shimmers as a barrier of force surrounds them, deflecting all manner of blows.

This spell may be cast on any friendly Angelic unit within 18” of the caster. If successfully cast, the affected unit gains a 5+ Ward save until the start of the casters next magic phase.

Seraphaal's Last Wish - (10+)
Remains in Play
The mage grants the last wish of Seraphaal, boosting the power of the angels to superhuman levels in order to ensure that the forces of Chaos never overcome the world.

This spell may be cast by the caster on himself. If successfully cast, all angels within 12" of the caster get +1 to their Strength, Weaponskill and Initiative.

Shining Light of the Old Ones – (Cast on 12+)
Lasts one turn
Blinding Light bursts forth from the Angel, surrounding all nearby units. Very few can bear to look at the light, such is its radiance.

This spell may be cast by the caster on himself. If successfully cast, all shots at any Angelic unit that is within 6” of the caster have a –2 tohit modifier, and all template weapons will scatter automatically. Any enemy model in close combat with an Angelic unit within 6” of the caster suffers –1 to hit.


Armies of the Angels

Lords

Cherubim
Pts/Model: 200
Cherubim: M4 Ws7 Bs5 S5 T4 A5 I8 3W Ld10
Equipment: Hand Weapon and Angelic Robes (5+ ward save).
Magic: Can become a magic user (up to level 3, for +40 points a level).
Options:
May become a Master of the Crystal (+40 pts).
May choose either a Halberd (+6pts) an additional hand weapon (+6pts) or a Sword Stick (+14pts).
May also choose a Bow (+10 pts).
May wear either light armour (+3pts) or heavy armour (+6pts), and may also carry a shield (+3pts).
May ride a Nova Dragon (+390 pts), which takes up an additional hero slot.
If upgraded to a Master of the Crystal, may ride a Silver Drake (+40 pts).
May choose Blessings from the Angelic Blessings list with a combined maximum total value of 100 pts.
Special Rules: Cherubim Flight, Angelic Charge.

Nova Dragon: M6 Ws6 Bs0 S7 T6 6W I5 A4 Ld10


Ark Virtue
Pts/Model: 225
Ark Virtue: M4 WS5 Bs4 S3 T3 A1 I5 3W Ld8
Equipment: Hand Weapon and Angelic Robes (5+ ward save)
Magic: An Ark Virtue is a level 3 Wizard, who can use spells from the Lore of Angels, Light or Heavens lists.
Options:
May be upgraded to a level 4 wizard for +35 points.
May choose Blessings from the Angelic Blessings list with a combined maximum total value of 100 pts.
Special Rules: Angelic Flight, Angelic Charge.


Heroes

Princedom
Pts/Model: 100
Princedom: M4 Ws6 Bs5 S4 T4 A3 I6 2W Ld9
Can have 50 points of angelic gifts
Equipment: Hand Weapon and Angelic Robes (6+ ward save).
May become a Patron of the Crystal (+35 pts).
May choose a Halberd (+4pts), an additional hand weapon (+4pts) or an Sword Stick (+9pts)
May also choose a Bow (+8 pts)
May wear either light armour (+2pts) or heavy armour (+4pts), may also carry a shield (+2pts)
If upgraded to a Patron of the Crystal, may ride a Silver Drake (+30 pts).
May choose Blessings from the Angelic Blessings list with a combined maximum total value of 50 pts.
Special Rules: Angelic Flight, Angelic Charge.

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.


Dominion
Pts/Model: 130
Dominion: M4 Ws6 Bs4 S5 T4 A4 I7 2W Ld10
Equipment: Hand Weapon and Angelic Robes (5+ ward save)
Options:
May choose a Halberd (+5pts), an additional hand weapon (+5pts) or a Sword Stick (+ 11pts).
May also choose a Bow (+9 pts).
May wear either light armour (+2pts) or heavy armour (+4pts), may also take a shield (+2pts).
May choose Blessings from the Angelic Blessings list with a combined maximum total value of 50 pts.
Special Rules: Angelic Flight, Angelic Charge, Stubborn, May not join any friendly units.


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


Core

1+ Angels
Pts/Model: 11
Angel: M4 WS5 Bs4 S3 T3 A1 I5 1W Ld8
Champion: M4 WS5 Bs4 S3 T3 A2 I5 1W Ld8
Unit size: 10+.
Equipment: Hand weapon, Heavy armour.
Options:
Any unit may be equipped with Shields for +1 pt/model.
Upgrade one Angel to a Musician for +6 pts.
Upgrade one Angel to a Standard Bearer for +12 pts.
Promote one Angel to a Champion for +12 pts.
Special Rules: Angelic Flight, Angelic Charge.


Archangels
Pts/Model: 14
Archangel: M4 WS5 Bs4 S4 T3 A1 I5 1W Ld8
Celestial Being: M4 WS5 Bs4 S4 T3 A2 I5 1W Ld8
Unit size: 10+.
Equipment: Two Hand weapons, Heavy armour.
Options:
Any unit may exchange their additional hand weapons for halberds for free.
Upgrade one Archangel to a Musician for +7 pts.
Upgrade one Archangel to a Standard Bearer for +14 pts.
Promote one Archangel to a Celestial Being for +14 pts.
Special Rules: Angelic Flight, Angelic Charge.
One unit of Archangels may take a single banner blessing on their banner (if they have a standard bearer) with a maximum total value of 50 pts.

Vengeances
Pts/Model: 24
Vengeance: M4 WS5 BS0 S4 T3 A2 I5 W1 Ld9
Unit size: 5-15.
Equipment: Swordsticks.
Special Rules: Angelic Flight, Angelic Charge, Skirmish, Stubborn, Hatred of Chaos, Blinding Skin.

0-1 Crystal Guardians
Pts/Model: 14
Crystal Guardian: M4 WS5 Bs4 S3 T3 A1 I5 1W Ld8
Immortal: M4 WS5 Bs4 S3 T3 A1 I5 1W Ld8
Unit Size: 10+
Equipment: Crystal Blades, Crystal Armour, Shields.
Options:
Upgrade one Crystal Guardian to a Musician for +7 pts.
Upgrade one Crystal Guardian to a Standard Bearer for +14 pts.
Upgrade one Crystal Guardian to an Immortal for +14 pts.
Special Rules: Angelic Flight, Angelic Charge, Crystal Armour, Crystal Blades.
One unit of Crystal Guardians may take a single banner blessing on their banner (if they have a standard bearer) with a maximum total value of 50 pts.


Special

Cherubim Guard
Pts/Model: 18
Cherubim Guard: M4 WS5 Bs0 S4 T3 A2 I5 1W Ld9
Divine Sentinel: M4 WS5 Bs0 S4 T3 A3 I5 1W Ld9
Cherubim Guard are a 0-1 choice per Cherubim in the army.
Unit size: 10+.
Equipment: Magical Halberds, Heavy Armour, Angelic Robes (6+ ward save).
Options:
Upgrade one Cherubim Guard to a Musician for +8 pts.
Upgrade one Cherubim Guard to a Standard Bearer for +16 pts.
Promote one Cherubim Guard to a Divine Sentinel for +16 pts.
Special Rules: Cherubim Flight, Angelic Charge, Guardians.
Any unit of Cherubim Guard may take a single banner blessing on their banner (if they have a standard bearer) with a maximum total value of 50pts.


Powers
Pts/Model: 62
Power: M4 WS4 Bs0 S6 T4 A3 I4 3W Ld8
Unit size: 3+.
Equipment: Two Hand Weapons, Heavy armour.
Special Rules: Angelic Flight, Angelic Charge.

0-1 Silver Knights
Pts/Model: 60
Silver Knight: M4 Ws5 Bs4 S4 T4 W2 I5 A1 Ld9
Silver Paladin: M4 Ws5 Bs4 S4 T4 W2 I5 A2 Ld9
Silver Drake: M7 Ws3 BS- S4 T- W- I3 A2 Ld-
Unit Size: 3+
Equipment: Crystal Blades, Crystal Armour.
Special Rules: Flight, Silver Drakes, Crystal Blades, Crystal Armour, Might of the Fallen.


Anelai
Pts/Model: 17
Anelai: M4 Ws5 Bs4 S4 T3 W1 I5 A1 Ld9
Unit size: 5-15
Equipment: Halberds, Heavy Armour
Special Rules: Flight, Angelic Charge, Skirmishers, Death From Above.


Rare

Choir
Pts/Model: 205
Choir: M4 WS5 Bs4 S3 T4 A1 I5 W4 Ld8
Unit size: Each Choir model is a single unit.
Equipment: Hand Weapons, Angelic Robes (6+ ward save).
Special Rules: Angelic Flight, Angelic Charge, Choral Singing.

Sons of Fire
Pts/Model: 31
Son of Fire: M4 Ws5 Bs4 S3 T3 W1 I5 A1 Ld9
Unit size: 5-10
Equipment: Hand Weapons and Flame
Special Rules: Angelic Flight, Angelic Charge, Cause Terror, Skirmishers, One with the Flames, Fire Spirit.




Well there you have it. Various crystal stuff have been added, and a few other changes, like making Anelai special rather than rare, and Sons of Fire rare rather than special, are also in there. I guess the old one can probably go into the archives now *sheds a tear*. Anyway, all comments and stuff are welcome, as always. Have fun.

Clavix - November 25, 2005 09:56 PM (GMT)
Princedoms are called Patrons of the Crystal, Cherubims are Masters of the Crystal.

Change "defeats" to "breaks" in the Angelic Charge section.

Looks good.

Baranthazul - November 25, 2005 10:05 PM (GMT)
Pinned, and unpinning the other one.
---Baran

Prince Senlaith - November 25, 2005 10:34 PM (GMT)
I personally prefer having one name for both heroes, makes things simpler and easier. I changed that line in Angelic Charge though, and your presence reminded me to alter the names of some of the blessings slightly.

Clavix - November 25, 2005 11:40 PM (GMT)
Prince, it's Patrons for Princedoms and Masters for Cherubims. That's how it turned out. Some are better than others, the name shows it.

Dark Angel - November 26, 2005 03:40 AM (GMT)
ok stayte that magic may be casted through the armor and just insert the stats for the drake

Clavix - November 26, 2005 07:30 AM (GMT)
Do Anelai have regular flight? I don't remember us deciding that. It makes sense as they have much larger wings, but I just wanna double check.

Prince Senlaith - November 26, 2005 10:36 AM (GMT)
Ok, changed the names of the Crystal Master upgrade, lowered crystal armour to magic resistance (1) as was decided in the crystal master thread, and thus dropped the cost of the upgrade by 10 points. Also I dropped the cost of Crystal guardians to 14 points. They have a basic Angel profile (11), plus MR1, armour piercing and shields, which together are worth about 3 points. Yes I know points costs aren't worked out like that, but 16 points was definately too much.
And yes, Anelai have full flight.

Baranthazul - November 26, 2005 02:23 PM (GMT)
Prince- MR1 is worth about 1 point per model, shields the same. AP is worth 2 points, I think. So make 'em 15, as a compromise.
---Baran

shootyarmies - November 26, 2005 06:04 PM (GMT)
but dont take that to include heroes, shields are 2, AP is 10, and I dont know how much MR (1) is

Prince Senlaith - November 26, 2005 06:17 PM (GMT)
I always thought AP was 1, because +1 strength is 2 (AA's are 3 pts more than Angels, 2 pts for the strength, 1 pt for the equipment). Strength is superior to AP, so AP must cost less (in theory). It also makes then not cost more than Archangels, which would somehow not seem quite right (unelite units costing more than elite ones).

shootyarmies - November 26, 2005 07:48 PM (GMT)
those were for characters

Dark Angel - November 27, 2005 01:39 AM (GMT)
currently cost is fine prince is right about AP costing 1 pt and 14 is good enough cuz to MSU these you allready have to pay a high price
also the might of the fallen can go on the same stat twice

p.s. we should combind AC and AF just to save time

Clavix - November 27, 2005 04:09 AM (GMT)
To save time? It takes less than a second to type it, how much time with that save?

Dark Angel - November 27, 2005 04:46 AM (GMT)
which is better they have
angelic flight which lets them fly 10" and angelic charge which means on the first round they pursue 3D6 and on the second they pursue 2D6
this is entirely pointless for efincency and to have less specail rules just combind the rules into angelic flight its better and less fo a nucunce to state or inform others about

Baranthazul - November 27, 2005 05:11 AM (GMT)
DA makes a point he had no idea he made. If we have 2 special rules, thats worse then an army with just 1. It makes us seem less out there then we are.
---Baran

Dark Angel - November 27, 2005 05:16 AM (GMT)
that is what i am going for also when i was explaning it it was a hassle to expane both rather than one

also wizards can have armor

Prince Senlaith - November 27, 2005 12:06 PM (GMT)
Thing is, Angelic Flight and Angelic charge are two obviously different things with different effects. Also, if we try and fit too much information into one special rule, it looks cramped, like we were trying to make the army seem less complex. Personally, I don't get what all the fuss about having two special rules is all about. In what way does having two special rules make us worse than an army with one?

Dark Angel - November 27, 2005 02:11 PM (GMT)
peaple who see too many specal rules will yell at us and tell us that there are too many specal rules currently we have 2 then the random ones spread around less specal rules means less complaning and more info about other problems

Clavix - November 29, 2005 02:49 AM (GMT)
DA, Tomb Kings has like 2 pages of special rules, plus the separate ones for units, noone complains about them having too many special rules.

Grand Seraphim - November 29, 2005 10:25 PM (GMT)
This AGAIN?

Okay, i dont know if anyone actually noticed but angelic charge actually WEAKENS the angels flight ability, if we left it "as is" they would pursue/flee 3D6 all the time!

We really dont have to many special rules, Ogres have a page worth, Tomb Kings have a 2 pages, Chaos have lots of upgrades which bestow special rules. Having two major special rules in the army really does not put us up there with the "rule-o-holics"

Dark Angel - November 29, 2005 11:02 PM (GMT)
i know but i perfer simplicty over it all and just combind the two

Haktar - December 1, 2005 09:41 PM (GMT)
well simplicity is a good thing in moderation, but complexity in a form is required here. Warhammer is, in its nature, complex DA.

[OT] Huzzah 50 posts [/OT]

Angel of Algebra - December 1, 2005 09:56 PM (GMT)
not to mention High Elves having (at least) two special rules (Intrigue at Court and Stoic), while Orcs & Goblins have a massive amount (Big 'Uns, Ignore XX Panic, all the Giant and Squig rules, Fear Elves, Animosity, etc.) as do Skaven, if my memery serves me correctly.
We have Angelic Flight, which the army would be stupid without, or overpowered if every unit just had regular flight, and we have Angelic Charge, which weakens the Flight further and is still pretty fluffy. They are also here to stay, live with it!

AoAlgebra :lol:

Dark Angel - December 1, 2005 10:54 PM (GMT)
i know that but in itself is the same thing flight isent flight then flight charge no its just flight that is what i was aming for just state that in the angelic flight also armies only have one army wide rule as i was stating

Prince Senlaith - December 2, 2005 04:44 PM (GMT)
Ok, wow. That was possibly the most convoluted sentance you've ever created DA. Anyway, we don't need to compress the two rules together, they're perfectly fine as they are. We actually have very few special rules compared to other armies. The new wood elves, for example, have two or three pages of special rules, yet people don't seem to mind.

shootyarmies - December 4, 2005 02:22 AM (GMT)
QUOTE (Dark Angel @ Dec 1 2005, 04:54 PM)
also armies only have one army wide rule as i was stating

WHAT? HE have two (stoic and I@C) the new and old dwarfs have 3 (resolute, relentless, and ancestral grudge) and other armies have amore that I am too lazy to look for

Dark Angel - December 4, 2005 02:58 AM (GMT)
intrge at court isnt an army wide rule it dosent apply to the entire army and dwarfs ar an exceprion TK and VC have just undead, OK have bull charge, Lizzes have coldblooded, DE hate hate HE, Empire has none really, Brits have none but they do have oaths/vows, chaos has just demonic for the deamonside, skaven im not to sure on

yes WE have tons so do we but is more of the nucence to me of the two rules that should really count as one
why cant we just fuse them into

Angelic Flight
it acts as regular flight with 10" movement instead of 20" also on the first round of combat if they break the angels will Pusue using 3D6 but if it contines on they will Break/Pursue with 2D6 instead

(this causes me to question for flee as the charge reaction)

Clavix - December 4, 2005 03:48 AM (GMT)
They never flee 3d6.

DA you're outvoted, there is no real need for it, so stop nit picking at something for no reason you're just trolling. You're the only one that has a problem with it so it doesn't really matter.

Dark Angel - December 5, 2005 02:22 AM (GMT)
im not trolling and why are you agenst just a simple change that could make things simpeler

shootyarmies - December 5, 2005 02:30 AM (GMT)
undead and animosity are big rules, and undead is really several small ones

Dark Angel - December 5, 2005 05:47 AM (GMT)
yes and angelic flight is a pointless devison of moderated fligjt rules there isnt flight and flight charge rules

Clavix - December 5, 2005 09:24 PM (GMT)
DA, ask yourself, does it really matter? No. So why bother trying to change it?




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