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AoS Primal Star - 2,000

Discussion in 'Seraphon Army Lists' started by Commander Farsight, Sep 22, 2022.

  1. Commander Farsight
    Jungle Swarm

    Commander Farsight New Member

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    Army Faction: Seraphon
    - Army Type : Coalesced
    - Army Subfaction: Thunder-Lizards

    Leader - Skink Priest
    Nimble, Fusil, General Guidance

    Behemoths - 3 Solar Engines

    Battleline - Saurus Knights (5) Warspear
    2 Saurus Warriors (10) Clubs

    Other - 3 Salamander Hunting Packs (Reinforced)

    A very shooty Seraphon Army made mostly to just blast enemies. Dino-Rider Inspired. Name somewhat referencing the Arcade Game - Primal Rage ( Diablo Teleport Spam FTW ). Hoping it will be a lot of fun, maybe able to take an enemy by surprise. Comes with some optional, goofy lore for laid back homebrew. Lots of MW chances, lots of damage potential. General basically supposed to hide like a cowardly Skink and provide CP. A couple Saurus Knights because there's nothing like a bunch of Lizard people riding Raptors to save the day.


    Lore: Commander Farsight landed in Lustria after falling through a tunnel in the Warp. There he met a new species of Xenos with a unique culture and biology. The laws of Reality seemed to differ here, likely due to contamination by the Warp. At first both sides were initially alarmed, yet despite their fearsome appearance Commander Farsight held back from shooting, allowing himself to be taken to a Slann ( who looked a lot like one of the Old Ones based on what little he knew from prehistorical myths) where they engaged in a lengthy discussion Farsight discovered this new alliance of various species did indeed follow " The Will of the Old Ones" which he found rather compatible with "The Greater Good". Eventually the Big Boss Super Frog with an absurd amount of Psyker Ability known as "Lord Kroak" arrived to meet him. Both came to agree neither was a threat and they shared a convergent goal of defeating the Ruinous Powers. This strange new collection of alien species agreed to help Farsight find his way home in exchange for his assistance in aiding their "Great Plan". To this end Commander Farsight created various Armies based around the Tau Philosophy of Overwhelming Firepower. Thus started an Epic As Frak Adventure, with Zombies, Ogres, Vampires, Fish People and all sorts of new Xenos. Though initially wary of a human faction which seemed like a more primitive version of the Imperium of Mankind, Farsight found this particular Human Empire far more benevolent and tolerant of Xenos. He even met Sigmar and the Stormcast Eternals, the latter eerily comparable to the terrifying Astartes but surprisingly far less mindlessly destructive. This version of the Emperor was horrified to learn about the Empire of Farsight's universe and vowed never to become like "The God-Emperor of Mankind". He continues his quest to find his way home, along the way making strange allies and facing bizarre new foes.

    Optional - I hope this is taken for what it is, nothing serious but a fun thing to play in casual at home games. It is pretty much the same except now the General is ( dun dun dun!) -

    Commander Farsight - 190 pts

    M -10 W -7 B -10 Sv - 3+

    Weapons -

    High-Intensity Plasma Rifle -

    Type - Missile Attacks -2 To-Hit -2+ To-Wound -2+ Rend - 4 Damage - 3 Range - 30"

    "Run away! Run away!" - Horrendous Rat Person upon seeing Farsight destroy Artillery from ridiculously far away

    Dawn Blade -

    Type - Melee Attacks - 2 To-Hit -2+ To-Wound - 1+ Rend - 2 Damage - 1

    - Commander Farsight must be the General if taken, replacing the Skink Priest

    - Commander Farsight must be taken in a Primal Star Army.

    - The Primal Star Army as presented and must change Battlelines to Skinks

    - Commander Farsight does not get an Artifact and the Thunder-Lizard requirement for bringing a Fusil of Conflagration is suspended so long as Commander Farsight is the General

    Command Ability - Exemplar of Mont'ka

    Only available for the second and third rounds of battle. The CP must be spent before rolling for turn order. Rolls for turn order get a + 2 advantage.

    " His strange magical devices and tactical acumen allow Farsight to predict enemy movements and quickly take the initiative." - Saurus Oldblood

    Unit Abilities -

    Shield Generator - Commander Farsight has a 4+ Invulnerable Save even against Mortal Wounds.

    "What the heck was that?" - Vampire Coast General upon seeing Old Bess Cannon deflected by Farsight's "God-Shield"

    Master of War - Commander Farsight gives re-rolls for Missile Attacks for friendly Primal Star units within 6".

    " The Red Warrior's enchanted helmet allows him to see far distances and around walls. He trains with his Army every day to help them fire with Elf-Like levels of accuracy. " - Slann Starmaster

    Farsight phone home - For the Greater Good! The Age of Chaos is Over - the Age of Farsight has begun!
     
    Last edited: Sep 22, 2022

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