Wahapedia8 site header

The Seraphon are the implacable turning of the cosmos personified. No mercy lies in their hearts – only a chillingly single-minded dedication to their goal. They are an enigmatic force in the Mortal Realms, an ancient race from beyond the stars born from an amalgam of celestial power, alien technology and a core of pure savagery.

This page contains all of the rules you need to field your Seraphon miniatures on the battlefields of the Mortal Realms, from a host of exciting allegiance abilities to a range of warscrolls and warscroll battalions. The rules are split into the following sections.

Books

BookKindEditionVersionLast update
  SeraphonBattletome21.0March 2020

Designers’ Commentary

Battletome: Seraphon

 Q: Can a SLANN or ORACLE carry out more than 1 celestial conjuration in the same hero phase?
 A
No.
 Q: Can a Seraphon army take endless spells from Malign Sorcery and bound endless spells as part of the same army?
 A
Yes.
 Q: If the answer to the above is yes, can a Seraphon army take the same endless spell model twice in a Pitched Battle? For example, can I take Purple Sun of Shyish and Bound Purple Sun of Shyish in the same army?
 A
No.
 Q: Can I use the Fangs of Sotek command ability ‘Parting Shot’ on any Fangs of Sotek unit with the SKINK or SKINKS keyword?
 A
No, you can only use the command ability on a unit from the Skinks warscroll or Chameleon Skinks warscroll.
 Q: Does the Coalesced battle trait ‘Scaly Skin’ apply to mortal wounds?
 A
No.
 Q: Can enemy units garrison a Realmshaper Engine?
 A
Yes.
 Q: Can I cast endless spells with a friendly SERAPHON WIZARD that is garrisoned in a Realmshaper Engine?
 A
Yes.
 Q: If the answer to the above is yes, what happens if that endless spell is a Balewind Vortex?
 A
The Balewind Vortex model is set up within 1" of the Realmshaper Engine and more than 3" from any enemy models. The caster is then removed from the garrison and placed on top of the Balewind Vortex model.
 Q: Can you explain how predatory endless spells are moved at the start of a battle round if a Seraphon bound endless spell and Ossiarch Bonereapers ‘Soul-linked’ endless spell are on the battlefield?
 A
The players roll off and the winner moves their relevant endless spell(s) first.
 Q: How does the Rend characteristic of attacks interact with the Bastiladon while it has a 1+ Save characteristic?
 A
An unmodified save roll of a 1 always fails. When a save roll is modified by the Rend characteristic of an attack, it can never be modified to less than 1. When a model has a Save characteristic of 1+, modified save rolls of 1 are successfully saved. This means, while the Bastiladon has a Save characteristic of 1+, only unmodified save rolls of 1 will inflict damage regardless of the Rend characteristic of the weapon used for the attack.

Allies

FACTIONALLIES
SeraphonStormcast Eternals, Sylvaneth

Battle Traits

Warriors of the Stars and the Realms

A Seraphon army will be made up of either celestial Starborne or savage Coalesced warriors that have settled in the Mortal Realms.

After you have chosen the Seraphon allegiance for your army, you must either give it the STARBORNE keyword or the COALESCED keyword. All SERAPHON units in your army gain that keyword, with the exception of models that already have one of the keywords on their warscroll.

Contemplations of the Ancient Ones

The slann have learnt countless spells over the millennia, and after a moment’s contemplation can recall any of them.

At the end of your hero phase, you can pick 1 friendly SLANN and replace the spell they know from the Lore of Celestial Domination table with a new spell from that table. Choose or roll for the new spell, rolling again if you generate the spell the SLANN already had.

Sacred Asterisms

The heavens themselves play a key part in the Great Plan of the Old Ones, empowering their reptilian servants.

At the start of your hero phase, you can pick 1 of the following asterisms to be in the ascendant until your next hero phase:

The Great Drake: In the combat phase, pick 1 friendly SERAPHON HERO. Until the end of that phase, you can add 1 to the Attacks characteristic of melee weapons used by that HERO.

The Hunter’s Steed: Add 1 to run rolls and charge rolls for friendly SERAPHON units.

The Sage’s Staff: At the start of the hero phase, pick 1 friendly SERAPHON WIZARD. You can add 1 to casting or dispelling rolls for that WIZARD if it is your hero phase, and you can add 1 to unbinding rolls for that WIZARD if it is the enemy hero phase.

The Coalesced Battle Traits

COALESCED army only.

Coalesced Constellations

The different Coalesced constellations make war in their own unique fashion.

If your army is a COALESCED army, you can give it the KOATL’S CLAW or THUNDER LIZARD keyword. All COALESCED units in your army gain that keyword and you can use the extra abilities listed for that Constellation.

Cold-blooded

Coalesced Seraphon are coldly impassive, rigidly steadfast and completely without mercy.

Ignore modifiers (positive or negative) to the Bravery characteristic of COALESCED units.

Predatory Fighters

Coalesced Seraphon have become more closely attuned to the primal ferocity harboured by all members of their race.

Add 1 to the Attacks characteristic of Jaws weapons used by COALESCED units.

Primeval Domain

The land surrounding a Coalesced temple-city is magically reformed into a primeval wilderness, deadly to outsiders yet the perfect habitat for the savage lizardfolk.

If a terrain feature is partially or wholly within the territory of a COALESCED army, then any Damned, Arcane, Inspiring and Mystical scenery rules for that terrain feature only apply to COALESCED units, while any Deadly and Sinister scenery rules for that terrain feature do not apply to COALESCED units.

Scaly Skin

Having achieved true physicality, the scaled hides of Coalesced Seraphon become tougher with the passing of time. Many of their warriors develop thick bony plates and latticeworks of scar tissue that act as natural armour.

Subtract 1 from the damage inflicted by each successful attack that targets a COALESCED unit (to a minimum of 1).

The Starborne Battle Traits

STARBORNE army only.

Unfeeling

Starborne are the children of Azyr, filled with the light of the stars and fighting to enact the cosmic plan of their creators.

STARBORNE units have a Bravery characteristic of 10 instead of the Bravery characteristic on their warscroll.

Celestial Conjuration

The slann leaders of the Starborne can call forth armies of Seraphon from their temple-ships in the blink of an eye.

You can summon STARBORNE units to the battlefield if you collect enough celestial conjuration points (CCPs). At the start of your hero phase you receive D3 celestial conjuration points if your general is a SLANN or STARSEER and is on the battlefield, and D3 celestial conjuration points if there are one or more friendly SAURUS ASTROLITH BEARERS on the battlefield.

In addition, in your hero phase, before attempting to cast the first spell with each friendly SLANN or ORACLE, you can say that it will carry out a celestial conjuration. If you do so, you receive D3 celestial conjuration points but the number of spells which that model can attempt to cast in that phase is reduced by 1.

If you have 6 or more celestial conjuration points at the end of your movement phase, you can summon 1 or more units from the list below to the battlefield and add them to your army. Each unit you summon costs a number of celestial conjuration points as shown on the list, and you can only summon a unit if you have enough celestial conjuration points to pay its cost.

Summoned units must be set up wholly within 12" of a friendly SLANN, friendly ORACLE or friendly SAURUS ASTROLITH BEARER and more than 9" from any enemy units. Subtract the cost of the summoned unit from the number of celestial conjuration points you have immediately after the summoned unit has been set up. Summoned units have the STARBORNE keyword.


Lords of Space and Time

Slann temple-ships are able to transport themselves and Starborne warriors any distance in an instant.

At the end of your movement phase, you can pick 1 friendly STARBORNE unit anywhere on the battlefield to be transported through space and time.

If you do so, remove that unit from the battlefield and then set it up on the battlefield anywhere that is more than 9" from any enemy unit.

Starborne Constellations

The Starborne of different constellations exhibit traits unique to the warriors of their fleet.

If your army is a STARBORNE army, you can give it the DRACOTHION’S TAIL or FANGS OF SOTEK keyword. All STARBORNE units in your army gain that keyword and you can use the extra abilities listed for that Constellation.

Command Traits

Use the command traits table that corresponds to your general’s keyword: SLANN, SAURUS or SKINK. If your general has none of these keywords, it cannot have a command trait.

Slann Command Traits

SLANN only.

D3SLANN COMMAND TRAIT
1

Arcane Might

With the authority of aeons, this powerful slann commands the flow of magic on the battlefield.

You can re-roll 1 casting, dispelling or unbinding roll for this general each hero phase.

2

Vast Intellect

No secret is unknown to the mind of this unfathomable being.

This general knows 1 extra spell from the Lore of Celestial Domination.

3

Great Rememberer

The manoeuvres ordered by this general are redolent of the countless constellations in the sky.

If this general is part of your army and on the battlefield at the start of your hero phase, roll a dice. On a 4+, you receive 1 extra command point.


Saurus Command Traits

SAURUS only.

D3SAURUS COMMAND TRAIT
1

Disciplined Fury

This saurus strikes with cold-blooded precision.

You can re-roll hit rolls of 1 for attacks made with melee weapons by this general.

2

Thickly Scaled Hide

The hard scales covering this general can deflect even the sharpest blade.

You can re-roll save rolls of 1 for attacks that target this general.

3

Mighty Warleader

This saurus guides its warriors in battle with bellowing roars.

If this general is part of your army and on the battlefield at the start of your hero phase, roll a dice. On a 4+, you receive 1 extra command point.


Skink Command Traits

SKINK only.

D3SKINK COMMAND TRAIT
1

Master of Star Rituals

Azyr’s light shines brightly on this general.

Add 1 to casting rolls for this general if they are a WIZARD. If they are not a WIZARD, then once per battle round they can use the Herald of the Old Ones command ability from the Skink Priest warscroll without a command point being spent.

2

Nimble

This skink is preternaturally agile.

Add 1" to this general’s Move characteristic, and add 1 to save rolls for attacks that target them.

3

Cunning

With reptilian calculation this general looks for opportunities to strike.

At the start of the combat phase, you can pick 1 enemy HERO within 3" of this general and roll a dice. On a 4+, that enemy HERO suffers 1 mortal wound.


Artefacts of Power

Treasures of the Old Ones

SLANN only.

D6ARTEFACT OF POWER
1

Zoetic Dial

As the stars align with the facets of this mighty artefact, the strands of fate inexorably envelop its bearer.

After set-up is complete but before the battle begins, secretly record the number of a battle round. At the start of that battle round, reveal the information and then heal all wounds allocated to the bearer. In addition, during that battle round, you can re-roll save rolls for attacks that target the bearer.

2

Light of Dracothion

The light from the Great Drake’s tears can wash away the foulest and most corruptive of energies.

Once per battle, you can automatically unbind 1 spell cast by an enemy WIZARD within 15" of the bearer, or automatically dispel 1 endless spell within 15" of the bearer.

3

Prism of Amyntok

This prism can channel aetheric power from the skies to blast the bearer’s foes with a beam of pure white energy.

Once per the battle, at the start of any phase, pick 1 enemy unit within 12" of the bearer and roll a dice. On a 1, that unit suffers 1 mortal wound. On a 2-5, that unit suffers D3 mortal wounds. On a 6, that unit suffers D6 mortal wounds.

4

Itxi Grubs

Itxi grubs are small, worm-like creatures found in those places where the ground is most saturated in arcane power, and are amongst a slann’s favourite delicacies.

At the start of each hero phase, you can heal 1 wound allocated to the bearer. In addition, in your hero phase you can re-roll 1 casting or dispelling roll for the bearer, and in the enemy hero phase you can re-roll 1 unbinding roll for the bearer.

5

Plaque of Dominion

Carved when the Old Ones still dwelt amongst their servants, this plaque bears glyphs of such potent cosmic power that those who even glance upon them are driven into a stupor.

In your hero phase, you can pick 1 enemy HERO within 12" of the bearer and visible to them. Until your next hero phase, that HERO fights at the end of the combat phase. In addition, if that HERO is a WIZARD, until your next hero phase, subtract 1 from casting, dispelling and unbinding rolls for that HERO.

6

Throne of the Lost Gods

The palanquin that bears this slann is a particularly advanced example of Old One technology, a truly stately throne for the mage-lord ensconced upon it.

Add 4" to the bearer’s Move characteristic, and add 1 to the bearer’s Wounds characteristic.


Celestial Relics of the Warrior

SAURUS only.

D3ARTEFACT OF POWER
1

Blade of Realities

This pan-dimensional weapon exists to bring about the end of tyrants.

Pick 1 of the bearer’s melee weapons. Improve the Rend characteristic of that weapon by 1. In addition, add 1 to the damage inflicted by each successful attack made with that weapon that targets a HERO.

2

Sigils of the Prime Hunter

The ominous glyphs that hang from the saurus champion’s armour are laden with powerful celestial curse-magics.

Each time the bearer fights, after all of the bearer’s attacks have been resolved, you can pick 1 enemy unit within 1" of the bearer and roll a dice. On a 1, nothing happens. On a 2-5, that enemy unit suffers 1 mortal wound. On a 6, that enemy unit suffers D3 mortal wounds.

3

Bloodrage Pendant

Carved from the bones of Carnosaurs or the most aggressive Ghurish megafauna, those warriors who bear a Bloodrage Pendant find their killing frenzy amplified as their own flesh is split and rent.

Add 1 to the Attacks characteristic of the bearer’s melee weapons if the number of wounds allocated to the bearer is equal to or greater than half of the bearer’s Wounds characteristic (rounding up).


Vestments of the Priesthood

SKINK only.

D3ARTEFACT OF POWER
1

Incandescent Rectrices

This vibrant plumage instils the bearer with the restorative power of the heavens.

The first time bearer is slain, before removing them from the battlefield, roll a dice. On a 1-3, the bearer is slain. On a 4-6, the bearer is not slain, all wounds allocated to them are healed, and any wounds that currently remain to be allocated to them are negated.

2

Cloak of Feathers

The colourful cloaks worn by some skink priests are woven from the shining feathers of star-eagles.

Subtract 1 from hit rolls for attacks that target the bearer. In addition, add 4" to the bearer’s Move characteristic, and the bearer can fly.

3

Sacred Stegadon Helm

The horns of this golden helm are said to be fragments of the great Xelbabia’s, a truly colossal Stegadon who served the Old Ones at the dawn of history. Those who wear it are gifted with the strength of Xelbabia’s unstoppable charge.

Add 1 to save rolls for attacks that target the bearer. In addition, add 1 to the Damage characteristic of melee weapons used by the bearer if they made a charge move in the same turn.


Spell Lores and Bound Endless Spells

You can choose or roll for one spell from one of the following tables for each SERAPHON WIZARD in a Seraphon army.

In addition, a Seraphon army can include the bound endless spells. All of the rules that apply to other endless spells also apply to bound endless spells, except that bound predatory endless spells can only be moved by a player that has a Seraphon army. If only one player has a Seraphon army, then they move all of the bound predatory endless spells before any other predatory endless spells are moved. The players then alternate moving any remaining predatory endless spells as normal.

If both players have Seraphon armies, the players alternate moving predatory endless spells as normal, but each time a player could move a predatory endless spell, they can choose to move either a bound predatory endless spell or a normal predatory endless spell.

Lore of Celestial Domination

SLANN only.

D6SPELL
1

Celestial Apotheosis

Waves of pure celestial magic infuse the caster’s servants.

Celestial Apotheosis has a casting value of 5. If successfully cast, pick 1 friendly unit wholly within 18" of the caster and visible to them. Heal 1 wound allocated to that unit. In addition, until your next hero phase, subtract 1 from the Bravery characteristic of enemy units while they are within 3" of that unit. If the casting roll was 10+, heal up to D3 wounds instead of 1.

2

Walk Between Realms

For a moment, the slann’s allies tread immortal pathways.

Walk Between Realms has a casting value of 6. If successfully cast, pick 1 friendly unit wholly within 18" of the caster and visible to them. Until your next hero phase, that unit can fly.

3

Mystical Unforging

The magic of unmaking flies from the slann’s outstretched hands.

Mystical Unforging has a casting value of 7. If successfully cast, pick 1 enemy HERO that bears an artefact of power within 12" of the caster and visible to them. That HERO suffers D3 mortal wounds and you must roll a dice. On a 5+, that HERO no longer bears that artefact of power (if a weapon was picked when it was selected, the weapon reverts to normal).

4

Celestial Equilibrium

The slann’s form seems to shimmer and fade as it draws links between its allies and the turnings of the stars.

Celestial Equilibrium has a casting value of 7. If successfully cast, until your next hero phase, add 1 to casting, dispelling and unbinding rolls for friendly WIZARDS other than the caster.

5

Stellar Tempest

Without warning, a blistering celestial storm descends upon the foe.

Stellar Tempest has a casting value of 8. If successfully cast, pick 1 enemy unit within 24" of the caster and visible to them. Roll 1 dice for each model in that unit. For each 5+, that unit suffers 1 mortal wound.

6

Drain Magic

The Starmaster conjures a vortex of anti-magic to calm the battlefield.

Drain Magic has a casting value of 9. If successfully cast, all endless spells within 24" of the caster that are not BOUND are dispelled.


Lore of Celestial Manipulation

SKINK only.

D6SPELL
1

Celestial Harmony

Arms raised, the caster infuses their allies with the calming light of Azyr.

Celestial Harmony has a casting value of 5. If successfully cast, pick 1 friendly unit wholly within 18" of the caster and visible to them. Until your next hero phase, do not take battleshock tests for that unit. If the casting roll was 10 or more, pick all friendly units within 18" of the caster and visible to them instead of only 1.

2

Hand of Glory

With a chirruped invocation, the caster grants their allies the might of ancient times.

Hand of Glory has a casting value of 6. If successfully cast, pick 1 friendly unit wholly within 18" of the caster and visible to them. Until your next hero phase, you can re-roll hit rolls of 1 for attacks made by that unit.

3

Extend Astromatrix

The caster slightly extends the range of the Astromatrix so that it encompasses new lands.

Extend Astromatrix has a casting value of 6. If successfully cast, pick 1 terrain feature wholly within 18" of the caster and visible to them. Any Damned, Arcane, Inspiring and Mystical scenery rules for that terrain feature only apply to SERAPHON units, while any Deadly and Sinister scenery rules for that terrain feature do not apply to SERAPHON units.

4

Fiery Convocation

The caster brings fiery destruction to the foe, engulfing them in flames that only very slowly burn out.

Fiery Convocation has a casting value of 7. If successfully cast, pick 1 enemy unit within 18" of the caster and visible to them. Until your next hero phase, at the end of each phase of a turn, roll a dice for that unit. On a 6, that unit suffers D3 mortal wounds.

5

Bind Endless Spell

Skink wizards can use their magical prowess to temporarily bind a predatory spell to the Astromatrix.

Bind Endless Spell has a casting value of 7. If successfully cast, pick 1 endless spell within 18" of the caster and visible to them. Until your next hero phase, that endless spell has the BOUND keyword.

6

Tide of Serpents

The caster calls forth a carpet of writhing serpents. Though individually small, these reptiles will fight ferociously to defend their master, bringing down their enemies through hundreds of poisonous bites.

Tide of Serpents has a casting value of 8. If successfully cast, pick 1 enemy unit within 12" of the caster and roll a number of dice equal to the number of models in that unit. For each 5+, that unit suffers 1 mortal wound.


Constellations

These rules can be used by units in a Seraphon army that have been given the appropriate keyword (see the Coalesced Constellations and Starborne Constellations Battle Traits).

Dracothion’s Tail

Whipping across the heavens, Dracothion’s Tail is said to mirror the mood of Azyr itself. The Seraphon warriors of this vast constellation are swift and unpredictable, and when bolstered by the blessings of their mystical Starmasters they strike without warning to bring the vengeance of the heavens down upon their foes.

ABILITIES
Appear on Command: At the will of their Starmasters, the reptilian throngs of Dracothion’s Tail appear suddenly on the battlefield, emerging from beams of starlight to savage their foes.
Instead of setting up a friendly DRACOTHION’S TAIL unit on the battlefield before the battle begins, you can place it to one side and say that it is set up waiting to appear at command as a reserve unit. You can set up 1 reserve unit waiting to appear at command for each friendly DRACOTHION’S TAIL unit you have already set up on the battlefield.

At the end of your movement phase, you can set up one or more of the reserve units waiting to appear at command on the battlefield, more than 9" from any enemy units and wholly within 18" of a friendly DRACOTHION’S TAIL SLANN. Any reserve units waiting to appear at command which are not set up on the battlefield before the start of the fourth battle round are slain.

COMMAND TRAIT
A DRACOTHION’S TAIL SLANN general must have this command trait instead of one listed in Command Traits section.

Ancient Knowledge: The slann of Dracothion’s Tail are amongst the wisest and most revered of all their kind.
This general knows 1 extra spell from the Lore of Celestial Domination. In addition, you can re-roll 1 casting, dispelling or unbinding roll for this general each hero phase.

ARTEFACT OF POWER
The first DRACOTHION’S TAIL HERO to receive an artefact of power must be given the Godbeast Pendant.

Godbeast Pendant: This artefact grants the bearer a small measure of Dracothion’s divine immortality.
The first time the bearer is slain, before removing them from the battlefield, roll a dice. On a 1-3, the bearer is slain. On a 4-6, the bearer is not slain, all wounds allocated to them are healed, and any wounds that currently remain to be allocated to them are negated.

Fangs of Sotek

The Fangs of Sotek strike as swiftly as a streaking meteor. Cohorts of stealthy skirmishers populate their armies, and are masters of the hit-and-run attack; enemies find it impossible to land a blow against the crafty skink warriors, their plans cast into ruin in the moments before a brutal saurus assault crashes home.

ABILITIES
First to Battle: Like the tip of a spear or head of a hurled javelin, the vanguard of the Fangs of Sotek drive forwards with blinding speed to strike at the enemy.
In the first battle round, add 3" to the Move characteristic of FANGS OF SOTEK SKINK units.

COMMAND ABILITY
Parting Shot: The skinks of the Fangs of Sotek excel as skirmishers. Those who attempt to charge them swiftly fall beneath a hail of javelins and poisoned blowdarts.
You can use this command ability when an enemy unit ends a charge move within 3" of a friendly FANGS OF SOTEK unit from the Skinks or Chameleon Skinks warscroll that is wholly within 18" of a friendly FANGS OF SOTEK HERO. If you do so, that unit can shoot. After you have resolved all of that unit’s shooting attacks, roll a dice. On a 4+, that unit must retreat but cannot run. A unit cannot benefit from this command ability more than once per phase.
COMMAND TRAIT
A FANGS OF SOTEK SAURUS general must have this command trait instead of one listed in Command Traits section.

Old and Grizzled: Saurus once formed the mainstay of Fangs of Sotek armies, and their commanders have not forgotten the many ways to hunt down the foe.
If this general is part of your army and on the battlefield at the start of your hero phase, roll a dice. On a 3+, you receive 1 extra command point.

ARTEFACT OF POWER
The first FANGS OF SOTEK HERO to receive an artefact of power must be given the Serpent God Dagger.

Serpent God Dagger: This curved blade secretes a deadly and hideously painful venom.
Pick 1 of the bearer’s melee weapons. At the end of any phase, if any wounds inflicted by that weapon in that phase were allocated to an enemy model and not negated, and that enemy model has not been slain, roll a dice. On a 5+, that enemy model is slain.

Koatl’s Claw

Butchery and brutality are the hallmarks of Koatl’s Claw. The sheer savagery of Ghur has buried its way into the hearts of these Coalesced, rendering them furious and unsubtle fighters. Their saurian legions fight without heed for their own survival, a tide of thick scale and sharp fangs come to obliterate all before them.

ABILITIES
Savagery Incarnate: The saurus of Koatl’s Claw are renowned as being the most primordially vicious of their kind.
Add 1 to hit rolls for attacks made by friendly KOATL’S CLAW SAURUS units that made a charge move in the same turn.

COMMAND ABILITY
Controlled Fury: The saurus lords of Koatl’s Claw are capable of unleashing the ravening fury of their kin.
You can use this command ability at the start of the combat phase. If you do so, pick 1 friendly KOATL’S CLAW SAURUS unit wholly within 24" of a friendly KOATL’S CLAW SAURUS HERO. That unit counts as having made a charge move in that turn for the purposes of the Savagery Incarnate ability.

COMMAND TRAIT
A KOATL’S CLAW SAURUS general must have this command trait instead of one listed in Command Traits section.

Dominant Predator: Even the most frenzied saurus of Koatl’s Claw pay respect to this mighty alpha-lizard.
Roll a dice each time this general is used to issue a command to a friendly KOATL’S CLAW SAURUS unit. On a 4+, you receive 1 extra command point.

ARTEFACT OF POWER
The first KOATL’S CLAW HERO to receive an artefact of power must be given the Eviscerating Blade.

Eviscerating Blade: The serrated teeth of this heavy blade can tear through flesh with sickening ease, ripping apart organs and severing limbs in gory displays of primeval violence.
Pick 1 of the bearer’s melee weapons. If the unmodified hit roll for an attack made with that weapon is 6, that attack inflicts 2 mortal wounds on the target in addition to any normal damage.

The Thunder Lizard

Guardians of the Old Ones’ most precious treasures, the Thunder Lizard brook no intruders into their domains. Their golden temple-cities rise high amidst the most magically volatile wildlands of the Mortal Realms, and their armies are filled with technological relics of a lost age and the most fearsome beasts of war imaginable.

ABILITIES
Mighty Beasts of War: The spawning pools of the Thunder Lizard give rise to bioengineered monsters of terrible power.
Add 2 to the Wounds characteristic of THUNDER LIZARD MONSTERS.

COMMAND ABILITY
Trove of Old One Technology: The golden vaults of the Thunder Lizard contain some of the most powerful known artefacts of the Old Ones.
You can use this command ability at the end of your shooting phase. If you do so, pick 1 friendly THUNDER LIZARD BASTILADON, or friendly THUNDER LIZARD ENGINE OF THE GODS, that is wholly within 18" of a friendly THUNDER LIZARD HERO. If that unit is a BASTILADON, it can shoot with its Solar Engine even if it has already done so in that phase. If that unit is an ENGINE OF THE GODS, you can make a cosmic engine roll for it even if you have already done so in that phase. A unit cannot benefit from this command ability more than once per phase.
COMMAND TRAIT
A THUNDER LIZARD general with a MONSTER mount must have this command trait instead of one listed in Command Traits section.

Prime Warbeast: This beast is particularly vicious.
Add 1 to the Attacks characteristic of the weapons used by this general’s mount.

ARTEFACT OF POWER
The first THUNDER LIZARD HERO to receive an artefact of power must be given the Fusil of Conflagration.

Fusil of Conflagration: This ancient relic can unleash powerful, if unpredictable, blasts of cosmic energy.
In your shooting phase, you can pick 1 enemy unit within 12" of the bearer and visible to them and roll a dice. On a 1, this artefact cannot be used again for the rest of the battle. On a 2-3, nothing happens. On a 4-5 that enemy unit suffers D3 mortal wounds. On a 6, that enemy unit suffers D6 mortal wounds.

Battleplans

Battleplan

The Tables Turned

The Seraphon are an enigmatic force in the Mortal Realms, and their actions are almost impossible to predict. Only the slann can truly know the impact of their deeds, and the reasons for which their reptilian hosts make war. Yet though they can fulfil the role of destroyer, the Seraphon are also guardians. When those who are deemed to have a key role to play in the Great Plan are imperilled, the armies of the constellations will go to any lengths to see them preserved. After the threat has passed and the enemy lies dead the Seraphon hosts disappear as swiftly as they came, leaving those they have rescued to ponder the meaning of the strange intervention.

This battleplan allows you to recreate such an intervention by a Starborne starhost, though it can easily be modified to represent an ambush by a Coalesced temple-host. In flashes of light the Seraphon arrive amidst even the deadliest terrain, navigating the treacherous lands as they set themselves upon the foe. They must destroy their enemy swiftly and without mercy, before those they have come to safeguard can be laid low.

THE ARMIES
Each player picks an army as described in the core rules. One player is the Seraphon player. Their opponent is the Tyrant. The Seraphon player must use a Starborne Seraphon army.

The Seraphon army must include the maximum number of allied units possible. This means that for every 4 units in the Seraphon army, 1 must be an allied unit. All of the allied units must belong to the same faction.

SET-UP
Only the allied units from the Seraphon player’s army are set up on the battlefield at the start of the battle. The remaining units in the Seraphon army are set up off the battlefield as reserve units; they will be set up during the battle using the Explosive Arrival rule below. The Tyrant sets up their army second, anywhere in their territory more than 12" from Seraphon territory. The territories are shown on the map.

FIRST TURN
In this battle, the Tyrant takes the first turn in the first battle round.

EXPLOSIVE ARRIVAL
The explosive arrival of the Seraphon unleashes a shock wave of celestial magic inimical to their foes.
At the end of the Seraphon player’s first movement phase, they set up all of the non-allied units from their army anywhere on the battlefield more than 9" from any enemy units. After each of these units is set up, roll a dice for each Tyrant unit that is within 12" of it. On a 5+, that Tyrant unit suffers 1 mortal wound.

YAWNING CHASMS
Great chasms open up across the battlefield as the land is rent asunder in the aftermath of the Seraphon’s arrival.
After the Seraphon player’s first movement phase, the following rules apply to both players for the rest of the battle.
  • After a friendly unit that cannot fly makes a run or charge move, roll a dice. On a 1, that unit suffers D3 mortal wounds. You can re-roll the dice if the unit is a HERO or MONSTER.
  • When a friendly MONSTER finishes a charge move, after you have rolled to see if it suffers any mortal wounds, you can pick 1 enemy unit within 1" of it that cannot fly and roll a dice. On a 2+, that enemy unit suffers D3 mortal wounds.
  • At the end of the combat phase, roll a dice for each unit that fought during the phase and cannot fly. On a 1, that unit suffers D3 mortal wounds. You can re-roll the dice if the unit is a HERO or MONSTER.

GLORIOUS VICTORY
The battle lasts for 5 battle rounds. At the end of the battle, if one player has 1-9 more victory points than their opponent, they win a minor victory. If one player has 10 or more victory points than their opponent, they win a major victory. Any other result is a draw.

VICTORY POINTS
At the end of each turn, each player scores 1 victory point for each enemy unit that was destroyed that turn. Additional victory points are scored as follows:
  • +1 victory point is scored if the starting combined Wounds characteristic of that unit was 20 or more, +2 victory points are scored if it was 30 or more, and so on.
  • +1 victory point is scored if that unit was a MONSTER.
  • +1 victory point is scored if that unit was a HERO.
  • +3 victory points are scored if that unit was a general.


Path to Glory

Path to Glory campaigns centre around collecting and fighting battles with a warband in the Age of Sigmar. Champions fight each other and gather followers to join them in their quest for glory, taking advantage of this age of unending battle to win glory and renown.

In order to play Path to Glory campaigns you have to follow rules described here.

Seraphon Warband Tables

Use the following tables to determine the champion that leads your warband, the followers that make up the units which fight at their side, and the rewards they can receive after battle.

Followers Rewards Table

Do not roll for Seraphon followers rewards. Instead, the reward is determined by the type of follower.

Ferocity Unbound: The predatory instincts of these saurus have been driven to new heights.
Saurus Retinues only. Improve the Rend characteristic of Jaws weapons used by this unit by 1.
The Trap is Sprung: At an unspoken command from their leader, these skinks attack from carefully prepared ambush sites, swiftly overwhelming their chosen prey.
Skink Retinues only. In your hero phase, pick 1 enemy unit that is visible to a friendly SKINK HERO. Until your next hero phase, add 1 to hit rolls for attacks made by this unit that target that unit.
Beastmasters: The skink handlers of these beasts know precisely how to get the best from them in battle.
MONSTERS and HUNTING PACKS only. In your hero phase, declare if this unit will be swift or savage. If you choose swift, until your next hero phase, it can run and still shoot and/or charge in the same turn. If you choose savage, until your next hero phase, add 1 to the Attacks characteristic of its melee weapons.

Slann Champion Rewards Table

SLANN only.

D6REWARD
1

Arcane Might

This slann commands the flow of magic on the battlefield.

You can re-roll 1 casting, dispelling or unbinding roll for this champion each hero phase.

2-3

Vast Intellect

No secret is unknown to the mind of this unfathomable being.

This champion knows 1 spell from the Lore of Celestial Domination.

4

Great Rememberer

The manoeuvres ordered by this slann recall the constellations above.

If this champion is part of your warband and on the battlefield at the start of your hero phase, roll a dice. On a 4+, you receive 1 extra command point.

5-6

Artefact of Power

An ancient artefact of power has come into this champion’s possession.

Randomly generate one artefact of power for this champion from the Treasures of the Old Ones table.


Saurus Champion Rewards Table

SAURUS only.

D6REWARD
1

Disciplined Fury

When this saurus strikes, they do so with cold-blooded precision.

You can re-roll hit rolls of 1 for attacks made with melee weapons by this champion.

2

Thickly Scaled Hide

The hard scales covering this battle-scarred champion can deflect even the sharpest blade.

You can re-roll save rolls of 1 for attacks that target this champion.

3

Mighty Warleader

This saurus guides its warriors in battle with bellowing roars.

If this champion is part of your army and on the battlefield at the start of your hero phase, roll a dice. On a 4+, you receive 1 extra command point.

4-6

Artefact of Power

An ancient artefact of power has come into this champion’s possession.

Randomly generate one artefact of power for this champion from the Celestial Relics of the Warrior table.


Skink Champion Rewards Table

SKINK only.

D6REWARD
1-2

Master of Star Rituals

Azyr’s light shines brightly on this champion.

Add 1 to casting rolls for this champion if they are a WIZARD. If they are not a WIZARD, once per battle round, they can use the Herald of the Old Ones command ability from the Skink Priest warscroll without a command point being spent.

3

Nimble

This skink is preternaturally agile.

Add 1" to this champion’s Move characteristic, and add 1 to save rolls for attacks that target them.

4

Cunning

With reptilian calculation this skink looks for opportunities to strike.

At the start of the combat phase, you can pick 1 enemy HERO within 3" of this champion and roll a dice. On a 4+, that enemy HERO suffers 1 mortal wound.

5-6

Artefact of Power

An ancient artefact of power has come into this champion’s possession.

Randomly generate one artefact of power for this champion from the Vestments of the Priesthood table.

The SLANN keyword is used in following Seraphon warscrolls:

Leader

The ORACLE keyword is used in following Seraphon warscrolls:

Leader, Behemoth

The SKINK keyword is used in following Seraphon warscrolls:

Mortal Wounds
Some attacks, spells and abilities inflict mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. Mortal wounds caused at other times are allocated to models in the target unit as soon as they occur, in the same manner as wounds caused by damage from an attack.

After they have been allocated, a mortal wound is treated in the same manner as any other wound for all rules purposes.

The SERAPHON and WIZARD keywords are used in following Seraphon warscrolls:

Leader
Leader, Behemoth
Roll-offs
Sometimes a rule may require the players to make a roll-off. When this is the case, each of the players rolls a dice, and whoever rolls highest wins the roll-off. If there is a tie for the highest roll, make the roll-off again. Neither player is allowed to re-roll or modify any of the dice when making a roll-off.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
Running
When you pick a unit to make a normal move, you can declare that it will run. Make a run roll for the unit by rolling a dice. Add the result of the run roll to the Move characteristic of all models in the unit for that movement phase. The unit can then move up to that distance in inches. Models in a unit that runs can’t shoot or charge later in the same turn.
Charge roll, charge move
Any of your units within 12" of the enemy in your charge phase can attempt to make a charge move. Pick an eligible unit and make a charge roll for it by rolling 2D6. Each model in the unit can move a number of inches equal to the charge roll. You cannot make a charge move with a unit that has run or retreated earlier in the turn, or with a unit that is within 3" of an enemy unit.

The first model you move from a unit making a charge move must finish the move within ½" of an enemy model (you do not have to pick the target for the charge before making the charge roll). If that’s impossible, or you decide not to make the charge move, the charge fails and no models in the unit can move in this phase.

Once all models in one unit have made their charge moves, you can pick another eligible unit to make a charge attempt, until all units that you want to make charge attempts have done so.
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
Unbinding and Dispelling
A WIZARD can attempt to unbind an endless spell when it is initially cast as normal. In addition, a WIZARD can attempt to dispel one endless spell at the start of each of their hero phases. If a wizard attempts to dispel an endless spell, they can attempt to cast one less spell than normal that phase.

In order to dispel an endless spell, first pick an endless spell model within 30" of the wizard and visible to them, and then roll 2D6. If the roll is greater than the casting value of the spell, the endless spell is dispelled. An endless spell model cannot be subjected to more than one dispel attempt per hero phase.

When an endless spell is dispelled its model is removed from play; the model can then be used again if the same endless spell is successfully cast later in the battle.

The STARSEER keyword is used in following Seraphon warscrolls:

Leader

The SAURUS and ASTROLITH BEARER keywords are used in following Seraphon warscrolls:

Leader
Command Traits
Whether cunning strategist or berserk butcher, every general has a unique style of command. If your general is a HERO and the allegiance abilities for your army include any command traits, you can choose or roll for one for your general. If, for any reason, you must select a new general during a battle, immediately choose or roll for a trait for them. Command traits have no effect on attacks made by a general’s mount unless noted otherwise.

The SAURUS keyword is used in following Seraphon warscrolls:

None
Battleline
Leader
Leader, Behemoth
Command Abilities
If you have any HEROES in your army, you can use command abilities. Some command abilities are available to all armies, like the three on the right, while others are specific to certain models and appear on their warscroll. Some of these command abilities can only be used if that model is your general; when this is the case, it will be noted in the rules for the command ability.

In order to use any command ability you must spend 1 command point. You start the battle with 1 command point for each warscroll battalion you have in your army. In addition, you receive 1 command point at the start of each of your hero phases. You can use the same command ability several times in the same phase as long as you have enough command points to do so. Any command points you do not use can be used in a future turn. A command ability will usually specify when it is used; if it does not, it is used in your hero phase.

The WIZARD keyword is used in following Seraphon warscrolls:

Leader
Leader, Behemoth
Healing Wounds
Some abilities allow wounds that have been allocated to a model to be healed. For each wound that is healed, remove one of the wounds that have been allocated to the model. You can’t heal wounds on a model that has been slain.
Allocating Wounds
Once all of a unit’s attacks have been resolved, add up the damage that was inflicted. The player commanding the target unit must then allocate a number of wounds to the target unit equal to the damage that was inflicted.

Wounds are allocated one at a time to models in the target unit. You can allocate the wounds inflicted on your units as you see fit (the models do not have to be within range or visible to the attacking unit). However, if you allocate a wound to a model, you must keep on allocating wounds to that model until it is slain – a unit can never have more than one wounded model.

Some abilities allow you to make a roll to negate a wound or mortal wound allocated to a model; in this case the roll is made for each individual wound or mortal wound as it is allocated to the model in question. If the wound or mortal wound is negated it has no effect on the model.
Flying
If the warscroll for a model says that the model can fly, it can pass across models and terrain features as if they were not there when it makes any type of move. Any vertical distance up and/or down is ignored when measuring a flying model’s move. It cannot finish the move on top of another model.
Artefacts of Power
These treasures are borne to war by mighty heroes. If the allegiance abilities for your army include any artefacts of power, you can choose or roll for one to be carried by a HERO from your army. You may choose one additional HERO to have an artefact for each warscroll battalion you include in your army. A HERO cannot have more than one artefact of power, and an army may not include duplicates of the same artefact of power. Artefacts of power have no effect on attacks made by a hero’s mount unless noted otherwise.
Battleshock test, battleshock roll
In the battleshock phase, both players must take battleshock tests for units from their army that have had models slain during the turn. The player whose turn it is tests first.

You must make a battleshock roll for each unit that has to take a battleshock test. To make a battleshock roll, roll a dice. Add the number of models from the unit that have been slain this turn to the dice roll, and add 1 to the unit’s Bravery characteristic for every 10 models that are in the unit when the test is taken.

If the modified battleshock roll is greater than the unit’s modified Bravery characteristic, the battleshock test has been failed. If the test is failed, for each point by which the modified roll exceeds the unit’s modified Bravery characteristic, one model in that unit must flee. You decide which of the models from your units flee – remove them from play and count them as having been slain.
Reserves
Reserves are units that are part of your army, but which have an ability that allows you to set them up in a location other than on the battlefield and deploy them later once the battle has begun. Setting up a reserve unit is not considered a move for the unit, but it may restrict a unit’s ability to move in the same turn. Any reserves that have not been set up when the battle ends are treated as if they had been slain when you are working out which side won the battle.

The DRACOTHION’S TAIL and SLANN keywords are used in following Seraphon warscrolls:

Leader

The FANGS OF SOTEK and SKINK keywords are used in following Seraphon warscrolls:

The FANGS OF SOTEK and SAURUS keywords are used in following Seraphon warscrolls:

None
Battleline
Leader
Leader, Behemoth

The KOATL’S CLAW and SAURUS keywords are used in following Seraphon warscrolls:

None
Battleline
Leader
Leader, Behemoth

The KOATL’S CLAW, SAURUS and HERO keywords are used in following Seraphon warscrolls:

Leader
Leader, Behemoth

The THUNDER LIZARD and MONSTER keywords are used in following Seraphon warscrolls:

Artillery, Leader, Behemoth
Leader, Behemoth
Behemoth

The THUNDER LIZARD and BASTILADON keywords are used in following Seraphon warscrolls:

Behemoth

The THUNDER LIZARD and ENGINE OF THE GODS keywords are used in following Seraphon warscrolls:

Artillery, Leader, Behemoth
Mounts
Sometimes the description for a model will include information about the model having a mount, such as a battle steed, a powerful monster that they can ride, or a massive war machine that they can stand upon. Note that when the model is slain both the rider and their mount are removed.

The SKINK and HERO keywords are used in following Seraphon warscrolls:

Artillery, Leader, Behemoth
Leader
Leader, Behemoth

The MONSTER keyword is used in following Seraphon warscrolls:

Artillery, Leader, Behemoth
Leader, Behemoth
Behemoth

The HUNTING PACK keyword is used in following Seraphon warscrolls:

None
© Vyacheslav Maltsev 2013-2020