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Title: Could it be? Yes, 1.3!


Baranthazul - December 17, 2005 04:03 AM (GMT)
Armies of the Angels

Special Rules

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

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

Crystal Master/Patron
Most angels are born into the city of Nirvana, but there are some who are not. They call themselves the Crystal Kingdom, led by their powerful lord, Canti. Canti’s lieutenants are named the Crystal Masters, and below them are the Crystal Patrons
The model gains a free Crystal Blade and Crystal Armour. If a model with the crystal master/patron option is the general, all restrictions (0-1) on Crystal Guardians and Silver Drakes are lifted. Also, all characters must take the upgrade, if the general does. They may also take Silver Drakes, for the points listed in their profile, if they take the Crystal Master/Patron option.

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 Blades
Armor Piercing; Magical Attacks

Crystal Armor
Counts as Heavy Armor and confers Magic resistance 2




Lords

Cherubim
Pts/Model: 215
Cherubim: M4 Ws7 Bs5 S5 T4 A5 I8 3W Ld10
Equipment: Hand Weapon and Cherubim Robes (5+ ward save).
Options:
May choose either a Halberd (+6pts) an additional hand weapon (+6pts) or a Sword Stick (+14pts).
May wear either light armour (+3pts), heavy armour (+6pts) and may also carry a shield (+3pts).
May be upgraded to Crystal Master (+50 pts)
If so, he may choose to 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.
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”.

Ark Virtue
Pts/Model: 220
Ark Virtue: M4 WS5 Bs4 S3 T3 A1 I5 3W Ld9
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 choose a Halberd (+4pts), an additional hand weapon (+4pts) or an Sword Stick (+9pts)
May wear either light armour (+2pts) or heavy armour (+4pts), may also carry a shield (+2pts)
May choose Blessings from the Angelic Blessings list with a combined maximum total value of 50 pts.
May be upgraded to a Crystal Patron (+45 pts)
If upgraded to a Crystal Patron, he may ride a Silver Drake (+30 pts)
Battle Standard Bearer: One Princedom in the army may carry the Battle Standard for +25 points. He may never be the army General. He may take any combination of Banner Blessings with a combined maximum total value of 125 pts, but if he does he cannot take any other Blessings. He may not be given any extra equipment except for Light or Heavy armour.

Special Rules: Angelic Flight, Angelic Charge.


Dominion
Pts/Model: 140
Dominion: M4 Ws6 Bs4 S5 T4 A4 I7 2W Ld10
Equipment: Hand Weapon and Angelic Robes (5+ ward save)
Options:
May choose a Halberd (+5pts), an additional hand weapon (+5pts) or a Sword Stick (+ 11pts).
May wear either light armour (+2pts) or heavy armour (+4pts), may also take a shield (+2pts).
May choose Blessings from the Angelic Blessings list with a combined maximum total value of 50 pts.
Special Rules: Angelic Flight, Angelic Charge, Stubborn, May not join any friendly units, May not be general


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


Core

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


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

Crystal Guardians
Pts/Model: 17
0-1
Unit size:10+
M4 WS5 Bs4 S3 T3 A1 I5 1W Ld8
Equipment: Crystal Armor, Crystal Blades, Shields
Promote One angel to a Dark Messenger (+14pts)
Promote One angel to a Keeper of Time(+14pts. +1A)
Promote One angel to a Immortal Melody(+7pts)
One unit in the army may take a blessing on there banner (if they have a standard bearer) up to the value of 75pts

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: 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 75 pts.
Magical Attacks
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
Pts/Model: 65
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.


Silver Drakes 60pts special
Note that this unit consist of a drake and a rider. For simplicity, we have combined the statline
Silver Knight M4 Ws5 Bs3 S4 T4 W2 A1 I5 Ld8
US 3+
Equipment: Crystal Armor, Crystal Blades, Shield

Special Rules:
Fly the silver dragon is a massive creature with it's massive wings it can easly take flight
it can fly As per rule book
Might of the fallen: Once per turn you may add +1 to to any stat except wounds(to the rider not the mount)


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

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

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

Rare

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


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


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


No Angelic Blessing may be taken more than once in an Angelic Beings army.
Rephrased that for 100% clarity.

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

Ancient Thunder – 65 points
This holy artefact needs no ammunition, for when the angel summons its power, a wall of lightning pierces through the ranks of the enemy, like a hot knife through butter..
Counts as a 30” ballistic skill weapon, that may only be used in the magic phase. Contains a bound spell with a power level of 6. The arrow of light it fires counts as a Bolt Thrower with S6

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

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

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

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

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


Defensive blessings

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

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

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

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

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

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


Protective blessings

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

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

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

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

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


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 6 charges. However, you may only use it once per turn.

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

Blessing of Haniel – 50 points
Haniel, angel of harmony, creates perfect balance around the angels, dissipating evil before it nears them.
The unit is completely immune to 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 to hit modifier. Template weapons will always scatter when shooting at this unit.

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


Aura blessings

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

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

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

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

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

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

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

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


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 to 16”.

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

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

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

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

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

This spell may be cast by the caster on himself. If successfully cast, all shots at any Angelic unit that is within 6” of the caster have a –2 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.







---Baran

Prince Senlaith - December 17, 2005 09:22 AM (GMT)
Hurrah, at last! I suppose I should edit the rewritten compendium to include all this stuff. Anyway, lets have a look:

Ark Virtue having Ld 9 I like, it's what happens with most other armies. I think he should keep the 5+ ward though, that way both lords have it, and it won't make him worse defended than a dominion.

Vengeances are A1 at last, they really needed this, to be honest (can you say 15 S4 attacks from 5 models?).

The new Anelai I like, bit more expensive, bit less effective, they're pretty balanced now.

I can't see what's changed with the Choir, to be honest. Normal shooting restrictions just means you have to be able to see them and you can't shoot into combat, doesn't it?

Sons of Fire should probably have WS4, but I'm not sure that's worth a 3pts drop.


Thats all I can see at the moment, I'll wait to see what other people say before I put up rewritten compendium 3 though (you never know what might change).

Maedhros - December 17, 2005 01:26 PM (GMT)
The cherubim not being able to be a caster sucks. His ability to be a lone all-puprose character was a cool idea. Why'd the points for him go up?

Prince: before, the choir could target anything. IE: it could act like a sniper, picking off mages. Now, mages hiding beside units works.

Nice to see sons of fire getting a points drop though, although WS4 is odd, as the rest of the army is WS5.

Dark Angel - December 17, 2005 01:43 PM (GMT)
baran you forgot to include 0-1 for the knights. also i have a question why do the sons of fire have Ws4 instead of 5?

we should add the ablity to use the lore of ice for the crystal patrachs or what ever they are called seince their home land is just crystals and ice

Grand Seraphim - December 17, 2005 02:25 PM (GMT)
The answer to pretty much all your questions is that "Baran had a feeling" that it made more sense. Belive me, i dont like some of these changes and will make sure that some things are rectified come 1.4.


Dark Angel - December 17, 2005 03:41 PM (GMT)
yea but i like reason over feeling it works better, also i thought we agreed thet the guard would have S3 not S4 i'll bring back the conversation as proof.

Clavix - December 17, 2005 08:26 PM (GMT)
Having the Vherubim as a caster was a bad idea. He was just way too powerful. The reason the Cherubim went up in points was because he had better than Chaos Lord Stats, plus he can fly, and was cheaper than a Chaos Lord. Simply it was to be more fair.

Prince Senlaith - December 18, 2005 10:42 AM (GMT)
I agree with DA, Crystal Guardians should be S3, they are, after all, simply normal Angels who happen to use crystal equipment, they aren't any stronger than normal. It also makes them cost more than Archangels, which i think doesn't look right. And if you're trying to make a crystal army, 17 points/model for a core choice is hugely expensive, it's almost as much as a Cherubim Guard!

I can see what's different with the Choir now, it is much more balanced, thanks Maedhros.

As DA said, Silver Knights should be called Silver Knights and be a 0-1 choice.

I can see the SoF having WS4, since they're one of our few ranged units, but only if the Choir does as well. To be honest the Choir should probably be WS3 or even 2, since they are most certainly not physical warriors, they're basically civilians when it comes to close combat.

Dark Angel - December 18, 2005 11:35 AM (GMT)
well after this reply i got for the list i feel much beter about it

QUOTE
I did check it out. Great stuff from a balance point of view, but from an ancient religion and canonical sense, it leaves a bit to be desired. The way it has been melded into the warhammer world is also interesting but a bit contrived. Frankly, I tried this once, and it was way more contrived so I think you guys did well on that. A subject like this necessitates some of that.


but Prince dont you mean change to S3??

Prince Senlaith - December 18, 2005 12:06 PM (GMT)
Doh! Yes I do, seems I was a bit sleepy when I posted that.

Angel of Algebra - December 18, 2005 10:45 PM (GMT)
Does the choir affect Immune to Psychology troops??

AoAlgebra :lol:

Maedhros - December 19, 2005 12:41 AM (GMT)
Do characters on silver drakes get the might of the fallen rule? It would make sense fluff-wise.

Clavix - December 19, 2005 12:49 AM (GMT)
No, Might of the Fallen is only for Silver Knights.

AFAIK, Choir affects ItP, but I think we dropped the break and flee if 20% dies part from 1.2.

the dark master - December 19, 2005 07:47 AM (GMT)
semms good all in all... but the title is just horrible. Armies of the angels? comeon, angeic beings was a much better name IMO...

Prince Senlaith - December 19, 2005 03:50 PM (GMT)
Armies of the Angels is just the section name, I think. The whole book will still be called Angelic Beings.

P.S. Bring back S3 Crystal Guardians! *starts a protest*

P.P.S. Immune to Psychology troops I think should be immune to the Choir (it is a psychological attack).

Haktar - December 20, 2005 05:01 PM (GMT)
It would be possible, but tenuous, to explain ws4 sons of fire in fluff..... really tenuous...

Prince Senlaith - December 20, 2005 06:31 PM (GMT)
Sons of Fire should only be WS4 if the Choir also has a lower WS, They roam around the land for their entire lives, so I can't see a bunch of musicians being able to fight better than them. Their flaming bodies also give them an advantage in combat.

Clavix - December 21, 2005 01:01 AM (GMT)
QUOTE (the dark master @ Dec 19 2005, 02:47 AM)
semms good all in all... but the title is just horrible. Armies of the angels? comeon, angeic beings was a much better name IMO...

It's still Angelic Beings, but inside the book there are different names for the actual army.

In Orcs and Goblins they call it "The Green Horde" in Tomb Kings it's "Legions of the Tomb Kings" and in Hordes of Chaos it's "Followers if Chaos" "Beasts of Chaos" and "Demons of Chaos". So it's just the category for the Table of Contents.

Prince Senlaith - December 22, 2005 07:27 PM (GMT)
Query: Can a Princedom Battle Standard Bearer become a Patron of the Crystal? If he does, can he ride a Silver Drake? I'd say yes, but Crystal equipment could be considered to be magical, or non-magical equipment that isn't light/heavy armour.

Seraphim Anointed - December 23, 2005 05:55 PM (GMT)
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.

COMBAT!!!! ranged weapons can't shoot into or out of combat,

Prince Senlaith - December 23, 2005 06:50 PM (GMT)
Eh? I don't think I understand what you're saying. Wings of Revenge acts just like any other missile weapon, no firing into/out of combat. The bit you're looking at is part of the description, although the wording could be better.

Clavix - December 23, 2005 09:19 PM (GMT)
QUOTE (Seraphim Anointed @ Dec 23 2005, 12:55 PM)
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.

COMBAT!!!! ranged weapons can't shoot into or out of combat,

Prince is right, considering I wrote the rules for that Blessing. "Strike out" refers to the ranged attack and "entangle in combat" refers to the -1 to hit.

skavenguy13 - December 24, 2005 02:29 AM (GMT)
Well, if there's one thing I like, it's when rules are clear. And I found many confusing entries in that list. This time, I went through the whole list and this is the result of my observations:


Confusing indeed. Maybe you could say "they have a flight movement of 10". But since they are in ranked formation, they have the same restrictions for wheeling, reforming, charging, etc. Also, as they cannot fly very high, they cannot move over units, terrain and obstacles."
And what about water/marshes? Would they be affected? And if someone plays a scenario with "trapped floor" or something, would they be affected? Might want to clarify that too.

the units with the Angelic charge rule "may" use 3D6. Does this means the Seraphim player chosses to use the extra die or not?

Hatred of chaos, for Vengeances: what counts as chaos/skaven? Are chaos dwarves counted (just to be sure). You, know, what about DOW, or other allies? Do they hate Dark emissaries from Albion? Maybe you could say “every unit/model from the HOC book, CD book, BOC book and skaven book”.

About silver drakes, why do they have M4? And when do you give the extra +1 to a stat? Beginning of each of your turn? And do they get some kind of save for being mounted (I don’t understand if they’re cavalry-size or “monster” mounts)

Anelai: again, where is the marker? Anywhere? And maybe re-use the GW wording for the tunneling rule, it seems clearer (that’s new...). And what is the mishap table? The same as tunnelers?

Can sons of fire S&S? And move or fire? And for their flaming effect in CC, why not say “at the very beginning of the close combat phase”? And just so you know, “strike first” can be obtained by other means than magic weapons, like Slaanesh gifts/auras or the Helm of many eyes.

Ancient thunder: The user attempts to create a thunderbolt by using magic, it counts as a bound spell power 6. The user throws it exactly like a blot thrower, at Strength 6. Am I right? What if he moved in the movement phase and then throws in? That’s move&fire, which bolt throwers can’t do. What if he rallied and then casts this spell (just to be sure: you can cast spells, but not shoot, after you rally).

Wings of revenge: does it have penalty for long range/moving? Or is it like a thrown weapon?

Blessing of Azrael: again, define “chaos models”. Are skaven included?

Magical vortex: you activate it in your own phase and you get +3 to dispel...WTF? Did I miss something? Dispelling enemy magic in your own phase, that’s only RIP spells.

Shining light: template weapons will scatter? Maybe “ranged weapon using scatter die will always scatter” would be better. Or else dragon breaths would scatter (?).

Wings of fire: I reckon those are magical impact hits? You should clarify “magical attacks”.

Eagle Quills: does the character still has restrictions for flying low, like not moving over units, etc.

Angelic apparition: their “staring location”? Do you mean their deployment location, or where he currently is?

Characters may ride silver drakes. But silver drakes don’t have any statline. Do they use the angel’s rules and then add the Drake’s special rules? Do they get that “+1 to a stat” rule?



Is it me, or am I picky on rules? :(

EDIT: I just saw that supposedly I only read the "abreged" version. Well then, where is the full version? Isn't this one supposed to be the full one?

Clavix - December 24, 2005 03:38 AM (GMT)
QUOTE
Well, if there's one thing I like, it's when rules are clear. And I found many confusing entries in that list. This time, I went through the whole list and this is the result of my observations:

Confusing indeed. Maybe you could say "they have a flight movement of 10". But since they are in ranked formation, they have the same restrictions for wheeling, reforming, charging, etc. Also, as they cannot fly very high, they cannot move over units, terrain and obstacles."
And what about water/marshes? Would they be affected? And if someone plays a scenario with "trapped floor" or something, would they be affected? Might want to clarify that too.
Angels may fly over terrain as per the normal flight rules (I did try to alter this to certain types of terrain but we couldn't decide on limits), but they cannot fly over units, as they would be attacked/run into their own guys. As long as they have enough movement to go over the terrain piece, they can go over it, they cannot land on terrain just like regular flight. The trapped door scenerio, well I have never seen that, but I would say that they would take an I test and if they pass then it doesn't affect them, as they have reacted quick enough to catch themselves.

the units with the Angelic charge rule "may" use 3D6. Does this means the Seraphim player chosses to use the extra die or not?
Well, Magic Resistance is dice that the player "may" use. I see your point though, there may be a situation that you would want to only pursue 2d6. But I believe our rules would be that they have to pursue 3d6.

Hatred of chaos, for Vengeances: what counts as chaos/skaven? Are chaos dwarves counted (just to be sure). You, know, what about DOW, or other allies? Do they hate Dark emissaries from Albion? Maybe you could say “every unit/model from the HOC book, CD book, BOC book and skaven book”.
Good points made here. I would say anything in the HoC, BoC, and Skaven Army books. Chaos Dwarfs have no ties to the Chaos gods other than that they are called Chaos Dwarfs. They worship Hashut (or something like that), who is not a Chaos God.

About silver drakes, why do they have M4? And when do you give the extra +1 to a stat? Beginning of each of your turn? And do they get some kind of save for being mounted (I don’t understand if they’re cavalry-size or “monster” mounts)
Silver Drakes are on 40mm x 40mm bases, but still confer a +1 Armor save because the stat lines are combined. Might of the Fallen is DA's thing. I am going to say that it is at the beginning of the Angelic Beings player's turn, but you will have to get to himfor the 100% correct response.

Anelai: again, where is the marker? Anywhere? And maybe re-use the GW wording for the tunneling rule, it seems clearer (that’s new...). And what is the mishap table? The same as tunnelers?
"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.
QUOTE
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." This part is in the Archives and should be incorporated into the list. Prince has to get the Army Book Style List written. I would do it, but can't modify posts.

Can sons of fire S&S? And move or fire? And for their flaming effect in CC, why not say “at the very beginning of the close combat phase”? And just so you know, “strike first” can be obtained by other means than magic weapons, like Slaanesh gifts/auras or the Helm of many eyes.
Yes, it counts as a ranged attack just like a thrown weapon. I don't see the problem with the wording. Other Items have similar wording (such as the O&G item 'Eadbuttin' 'At "made before all other blows are struck")

Ancient thunder: The user attempts to create a thunderbolt by using magic, it counts as a bound spell power 6. The user throws it exactly like a blot thrower, at Strength 6. Am I right? What if he moved in the movement phase and then throws in? That’s move&fire, which bolt throwers can’t do. What if he rallied and then casts this spell (just to be sure: you can cast spells, but not shoot, after you rally).
Since it is a Bound Spell, he may move as normal. The shot is fired in the Magic Phase, so if he could cast a spell (presuming he was a wizard), he can use Ancient Thunder.

Wings of revenge: does it have penalty for long range/moving? Or is it like a thrown weapon?
It counts as a thrown weapon.

Blessing of Azrael: again, define “chaos models”. Are skaven included?
Chaos models refers to all units in the HoC and BoC books. I do not believe Skaven are included.

Magical vortex: you activate it in your own phase and you get +3 to dispel...WTF? Did I miss something? Dispelling enemy magic in your own phase, that’s only RIP spells.
Who wrote that!?!? They should be lynched! Grab the torches and pitchforks! Hmmm, not sure how to re-word this. I'm thinking, "May be used before you roll any dispel dice during your opponents magic phase."

Shining light: template weapons will scatter? Maybe “ranged weapon using scatter die will always scatter” would be better. Or else dragon breaths would scatter (?).
100% agree with you. "Any ranged weapon using a template and a scatter die will automatically scatter. Roll the scatter die as normal, but always move in the direction of the arrow on the die (this includes the small arrow on the Hit portion of the scatter die)."

Wings of fire: I reckon those are magical impact hits? You should clarify “magical attacks”.
Indeed we should.

Eagle Quills: does the character still has restrictions for flying low, like not moving over units, etc.
I see the possible confusion. To re-state it to be clear it should be, "The character gains flight as described in the WH Rulebook.

Angelic apparition: their “staring location”? Do you mean their deployment location, or where he currently is?
QUOTE
starting position at the beginning of the Angelic Beings player's turn. clearly states where he is at the beginning of the turn.


Characters may ride silver drakes. But silver drakes don’t have any statline. Do they use the angel’s rules and then add the Drake’s special rules? Do they get that “+1 to a stat” rule?
Wow, I can't believe we overlooked this. We need to make a seperate stat line for the characters. Might of the Fallen is a rule only for Silver Knights. It has nothing to do with the Drakes or the Crystal Patron/Master Upgrade.

Is it me, or am I picky on rules? :(
Yes you are picky, but we need a picky person to point out stuff we've missed.

EDIT: I just saw that supposedly I only read the "abreged" version. Well then, where is the full version? Isn't this one supposed to be the full one?

It should be this one, but you see, we're human :P We're trying to compiliate everything, but we are human and what we know and think of as obvious we forget to put in the newer versions.

Thanks for pointing those inequalities out. If I could make the modifications I would, but I am a wee Rules Master and do not have full Mod status, meaning I can't modify other peoples' posts.

Haktar - December 24, 2005 11:14 AM (GMT)
One thing i spotted
QUOTE

About silver drakes, why do they have M4?

The same reasons that great eagles have movement 2 i guess. i could be wrong on this, but i think thats why its as it is.

Dark Angel - December 24, 2005 12:36 PM (GMT)
ok might of the fallen go at the start of your turn, i thought i gave the drakes M7 and the riders M4, and they give them a +2 to their AS not +1 clavix.

Prince Senlaith - December 24, 2005 01:15 PM (GMT)
Silver Drakes don't need a statline because they act like horses do for other races, they can't take hits, but instead improve their rider's armour, and they can attack. I'm updating the rewritten compendium as we speak, and I'll try and fix all these confusing wordings.

Clavix - December 24, 2005 07:36 PM (GMT)
QUOTE (Dark Angel @ Dec 24 2005, 07:36 AM)
they give them a +2 to their AS not +1 clavix.

hey going through all that and only making one mistake is pretty good methinks.

Taragudrig - December 31, 2005 12:14 AM (GMT)
Hi all, for the silver drakes in the combined stat line they only have 1 attack. But 2 posts ago Senlaith said they can attack, I was just wondering if this was one of Baran's "feelings" or just a typo.

Dark Angel - December 31, 2005 06:25 AM (GMT)
they can attack thats how they were made i think with 2 but then someone removed it all with blanks which was unnessicary

here is the original
QUOTE
M7 Ws3 Bs0 S4 T4 W1 A2 I3 Ld8

Grand Seraphim - December 31, 2005 02:08 PM (GMT)
(punchs Baran)

All his fault.

Then again, you have to remember everything is.

Dark Angel - December 31, 2005 03:22 PM (GMT)
it was prince GS not baran you got the wrong person

also it has 2A as alike a vicous creature for battle not 1

Baranthazul - December 31, 2005 03:31 PM (GMT)
So, the drake has A2 and the rider has A1, so the statline should have A3?
---Baran

Prince Senlaith - January 1, 2006 10:45 AM (GMT)
The whole Silver Drake statline thing is somewhat convoluted. Since I was somewhat responsiuble for combining the statline, the way I see it works it like this. The Drake and Rider have separate profiles. However, attacks will only ever hit the rider, like any other cavalry unit. Because of this, the Drake's toughness and wounds are combined into the profile of the rider (the reason for T4 and W2, and the boosted armour save). However, the Drake still makes independent attacks at its own WS and S. If I were you, check the Silver Knights bit in WHA: Angelic Beings, it's somewhat clearer. If you decide Silver Knights should have a completely combined statline, they should have M7 and A3, but I think it works perfectly well having them as normal steeds, the reason they have some blank attribute spaces is because those attributes are never used on ridden animals.

Baranthazul - January 1, 2006 03:11 PM (GMT)
Yes, Prince's way makes more sense, looking at the Brettonian precedent. Prince is right.
---Baran

Resmaous - January 1, 2006 06:41 PM (GMT)
QUOTE
Silver Drakes 60pts special
Note that this unit consist of a drake and a rider. For simplicity, we have combined the statline
Silver Knight M4 Ws5 Bs3 S4 T4 W2 A1 I5 Ld8
US 3+
Equipment: Crystal Armor, Crystal Blades, Shield

Special Rules:
Fly the silver dragon is a massive creature with it's massive wings it can easly take flight
it can fly As per rule book
Might of the fallen: Once per turn you may add +1 to to any stat except wounds(to the rider not the mount)


hm... if we are to make a book that looks like GW´s i think we should write as they would also. So because they writes a rule the same way in every army book we should to. So i sugest we write "because of this, the Silver Drake has the Flying unit special rule" instead of "it can fly As per rule book".
Atleast thats what i think :)

Dark Angel - January 1, 2006 08:59 PM (GMT)
no write it like they do at GWgive the drake a stat line

p.s. the drake can and will attack also its confusing un combind statline and for you info the Drake has 2A not 0

Resmaous - January 1, 2006 09:34 PM (GMT)
Then how are the dragons stats going to look? It should atleast have M6 i think. . . and W3.

Dark Angel - January 1, 2006 09:41 PM (GMT)
its alredy been made

M7 Ws3 Bs0 S4 T4 W1 A2 I3 Ld8

and thats that

Prince Senlaith - January 2, 2006 10:56 AM (GMT)
DA is right, but considering how expensive a Silver Knight is, and warhammer precedent for steeds, I think that both the rider and the Drake should have a separate statline, but the rider should have T4 and 2W, and we should put in a bit about how the T and W have been combined. I think along with the +2 to armour save from the drake, this provides a good amount of protection for these expensive models, and also fits with their background and appearance. Silver Drakes are a hell of a lot bigger than horses ( I say they should be on a 50x50mm base), and thus they should provide more protection.




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