This is a improved repost from a few days ago. Because I had made so many changes I felt that it would be better to just start over again and post my idea. And also to ask you guys what you would love to see in future Seraphon Starhosts. A few days ago I fought against a Sylvaneth army, and really noticed the strength he had due to his starhost, which consisted out of his entire army. Meaning he could start and have the advantage against my Slann who had to first use his command to reroll saves against ranged attacks.. However, I heard someone mention that Seraphon might get their own items, buffs, and batallions in the future together with the other already existing races. So I was thinking, would they possibly also make such a single batallion for Seraphon? In which case, what would it look like? Before I go into it though, what do you guys think are the possiblities for a mixed army buff? As in, if Seraphon has non-Seraphon units, could all buffs affection Seraphon or the faction of the added non-seraphon unit also affect all "Order units" as well? Thus allowing buffs and effects to overlap? If not, then I'd love it if one of the batallions could allow that and include Seraphon. Also seeing as we have both Skink and Saurus batallions, perhaps it might be fun to include both Saurus and Skink units in this single batallion? As such I've combined several in this starhost, and make it sort of a combination of features from other starhosts. Might of Kuzko Starhost (140 points) This starhost gives the following buffs to the units within this army: Kuzko: The idea is that you use a Slann Starmaster model, and proclaim him to be Kuzco. This means that he can't carry any items, but in return he has several upgrades compared to the regular Slann. For starters, Kuzko gains access to the Celestial Deliverance, and Comet's call spells, due to his apprenticeship with Lord Kroak. Also, instead of the old Slann command, it now becomes an aura: All units within 18 inch gain rerolls on saves against ranged attacks, and gain fly. As a new command ability, in the hero phase Kuzko can roll a D6. If the roll is 4 or higher, this reroll bonus also counts during all phases (so also against melee), and in addition all non-monster/behemoth units within range gain +3 movement. Kuzko can also choose two constellations instead of one. If you roll one you already have, keep rolling until you get one of the other two. In addition, Kuzko his Azure lightning attack deals D3 damage, and gains -2 rend instead of -1. Wizards: Order Wizards (including Kuzko) have access to the following spell: Memories of the stars: On a result of 5 or more (including bonusses) the target unit is healed for D3 wounds. In addition, if the result is 8 or more, D3 models are resurrected as well (But only 1 model for units with a minimum amount of models of less than 5). Engine of the gods: The engine is a big part of this starhost, as it also receives a few buffs: On a 3-5 roll the range of the heal is increased by 5 inch. On a 6-9 roll the range of the bolt is increased by 5 inch. On a roll of 10-13 the range of the range of the whirlpool is increased by 5 inch. On a 14-17 roll, an engine of the gods also summons a low tier unit (lowest unit size) in additional to summoning a Seraphon unit. When playing with points, this means that on a roll of 14-17 it can summon this unit for free. In addition to any further summoning through reserve points. Roll a dice: 1-2: The EOTG summons a Skinks unit 3-4: The EOTG summons a Saurus warriors unit 5-6: The EOTG summons a Saurus guards unit These units benefit from all the bonusses of the Starhost. However, once you lose an amount of units equal to the number of units you deployed, you will lose the game. This effect only works if Kuzko is within 8 inch of the Engine of the gods. All friendly hero, Kroxigor and monster/behemoth units within 8 inch of the Engine of the gods heal for 1 wound each turn. The engine of the gods does not count towards the maximum hero count. Non-hero Saurus units: When charging, whenever the wound roll on non-hero Saurus units their main weapon (so not their jaws) is 6 or higher it generates an additional mortal wound. This stacks with the mortal wound granted by the Saurus knight's blazing lances ability. While within 8 inch of a Saurus hero, non-hero Saurus units can gain one of the following two stances: Fury: Non-hero Saurus units gain -1 rend on their main weapon (stacking with already existing rend), and their Stardrake shields grant immunity to -2 rend and lower. Deviant: Non-hero Saurus units gain +1 on save rolls, and an additional attack with their "Fearsome jaws and Stardrake shield". In your hero phase you can choose which stance all non-hero Saurus units receive until you choose to change it in a future hero phase. Saurus heroes: Saurus heroes can use their command ability in addition to Lord Kuzko. As long as they are within 20 inch of him. Skink units: All Skink heroes and Skinks (the basic troops, not all those with the Skink type) gain +1 on save rolls. In addition, whenever they roll a natural 6 on a hit, do not roll for wound. Instead the target unit suffers a mortal wound due to Sotek's venomous blessing. This stacks with effects that already create similar effects (like Tehenhauin his passive ability). And meteoric javelins thrown from the back of Stegadon, Bastiladon, and the engine of the gods also gain the mortal wound on a natural 6 hit effect. Chameleon Skinks will deal 2 (3 if the target is a chaos demon) mortal wounds on a hit roll of 6 or higher, replacing the effect of star venom. Skink Chiefs and Tehenhauin can also use their command ability in addition to Kuzko, as long as they are within 20 inch of him. While within 8 inch of the Engine of the gods, or within 8 inch of a Skink hero (as long as the Engine of the gods is still in play) Skink units (All units with the Skink type) can reroll wound rolls. Kroxigor: Kroxigor models gain 1 additional wound. And in addition all their attacks gain -1 rend (which stacks with already existing rend). Terradon/Ripperdactyl riders: During the hero phase you can choose to let these units “dive down” and appear anywhere on the map. This effect is similar to that of the shadowstrike starhost, and in the movement phase it can move around the battle field. When setting up your units before the battle, you can choose to put these units aside, stating they are “in the clouds”, so you can let them “dive down” in future turns. You can choose to do the same when they are summoned or summoned back through the Engine of the god’s summoning effect. Subsequently, you can choose to let the units “Rise up” to put them out of play and “in the clouds” again in your hero phase. Requirements: -Slann Starmage (Kuzko) -Engine of the gods (does not count towards maximum number of heroes) -Eternity Warden -A combination of 1 to 6 heroes from the following list: Saurus oldblood on Carnosaur, Saurus scar veteran on Cold one, Saurus scar veteran on Carnosaur, Sunblood, Oldblood, Astrolith bearer, Skink priest, Skink starpriest, Skink Starseer. As well as the following Lizardmen heroes: Skink Chief, Tehenhauin, Oxyotl. (And Tiqtak'to if he comes out again). -3 to 12 units of Saurus warriors, Saurus guards, Skinks, Kroxigor, Terradon riders, Ripperdactyl riders, Chameleon Skinks, -1 to 5 monsters/behemoths. These can be any Seraphon unit (as well as the Dread Saurian? We can hope can't we?), or a Celestial Hurricanum, or a Luminark of Hysh. This due to the celestial affinity of these two charriots. When chosen, any effects that target Seraphon units also target "order" units. And likewise the charriot's abilities that target "collegiate arcane wizards" also target "order" units. However, if you choose to take one of these two Charriots, you will not be able to use guards and knights as battleline units. And you might miss out on the "Seraphon only" buffs that could appear in the future. ---- That's pretty much my idea for a huge starhost. It is basically a combination of several starhosts. Though with lots of focus on that you need at least the Slann and the Engine of the gods alive to gain the buffs, and that you need to try and keep your core units alive and happy or else it falls apart. Plus they need to be close in formation to make the buffs work. Also it will give buffs to all the 4 types of units (Slann, Saurus, Skink, Kroxigor) and give them that own unique feel and strength. Any thoughts on my Starhost idea? And perhaps you have some Starhost Ideas yourself? Let us know in the comments below EDIT: I removed the extra bite attack that non-hero Saurus units gain. Seeing as this Starhost is a combination of weaker versions of the other Starhosts. To create a strong unified and mixed Seraphon army. EDIT: EDIT: After a very good suggestion from ASSASSIN_NR_1 I decided to change the Engine of the god's it's summoning on 14-17: Instead of summoning back killed units, with a 50% miss chance, the engine can now summon low tier units (lowest unit number) in addition to summoning a different unit. This means that in points play it can summon free units, and in casual with summoning it can now summon an additional weak tier unit as well. EDIT: EDIT: EDIT: Instead of the -1 rend, I thought it might be more balanced to give all non-hero Saurus an extra attack with their "bite and stardrake shield". EDIT: EDIT: EDIT: EDIT: On more advice from ASSASSIN_NR_1 I decided to change the Non-hero Saurus their passive buffs into stances instead. So it will be much like the Thunderquake starhost, where you choose one of 2 stances, and received 2 buffs with each stance. EDIT: EDIT: EDIT: EDIT: EDIT: I've changed the passive of Sotek's venomous blessing. Instead of gaining a mortal wound on a roll of 6 or more, it now creates a mortal wound on a natural roll of 6.