D
Deleted member 21581
Gast
Sunclaw Starhost
Eternal Starhost
Firelance Starhost
Shadowstrike Starhost
Thunderquake Starhost
Starbeast Constellation
- 1 Saurus Sunblood
- 3 units of Saurus Warriors
- Warriors gain +1 attacks with Jaws
- Celestite Clubs/Spears become Rend -1 and Damage 2 vs Chaos Daemons
Eternal Starhost
- 1 Saurus Eternity Warden
- 3 units of Saurus Guard
- +1 Save for Guard when within 10" of Warden
- Celestite Polearm Damage increased to D3 for following combat phase if Guard unit does not move/charge that turn
Firelance Starhost
- 1 Scar Veteran on Cold One or Carnosaur
- 3 units of Saurus Knights
- +3 to Charge rolls for any Knight unit within 10" of their Scar Veteran
- Deal an extra mortal wound for any wound roll of 6+ on any celestite weapon used in the combat phase following a charge; this rule is cumulative with the lance rule
Shadowstrike Starhost
- Rename of Skink Patrol battalion
- Now lets you choose between Starpriest or Skink Priest
Thunderquake Starhost
- Engine of the Gods or Troglodon
- Two units from the following list: Stegadon, Bastiladon
- (One unit of Kroxigors) or (One unit of Razordon/Salamander and one unit of handlers)
- EoTG/Troglodon can either be swift (re-roll failed charge and hit rolls) or savage (re-roll failed wound and save rolls); units from this formation within 8" of EoTG/Troglodon also receive this effect
- Each model from this formation heals a wound during the hero phase; increased to D3 wounds if model is within 10" of any Slann
Starbeast Constellation
- 1 Saurus Oldblood on foot or on Carnosaur
- 1 Skink Starseer
- All 5 formations above
- Bypass battleshock for all units
- Oldblood can use command ability regardless of whether he is your general; any other hero from this formation can use their command ability as well if they are within 20" of him as well