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.
|Q:||Can a Seraphon army take endless spells from Malign Sorcery and bound endless spells as part of the same army?|
|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?|
|Q:||Can I use the Fangs of Sotek command ability ‘Parting Shot’ on any Fangs of Sotek unit with the SKINK or SKINKS keyword?|
|Q:||Does the Coalesced battle trait ‘Scaly Skin’ apply to mortal wounds?|
|Q:||Can I cast endless spells with a friendly SERAPHON WIZARD that is garrisoned in a Realmshaper Engine?|
|Q:||If the answer to the above is yes, what happens if that endless spell is a Balewind Vortex?|
|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?|
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?|
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.
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.
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.
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 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.
Coalesced Seraphon are coldly impassive, rigidly steadfast and completely without mercy.Ignore modifiers (positive or negative) to the Bravery characteristic of COALESCED units.
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.
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.
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).
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.
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.
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.
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.
Slann Command TraitsSLANN only.
Saurus Command TraitsSAURUS only.
Skink Command TraitsSKINK only.
Treasures of the Old OnesSLANN only.
Celestial Relics of the WarriorSAURUS only.
Vestments of the PriesthoodSKINK only.
Lore of Celestial DominationSLANN only.
Lore of Celestial ManipulationSKINK only.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
In this battle, the Tyrant takes the first turn in the first battle round.
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.
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.
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.
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:
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.
Followers Rewards TableDo 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 TableSLANN only.
Saurus Champion Rewards TableSAURUS only.
Skink Champion Rewards TableSKINK only.
The ORACLE keyword is used in following Seraphon warscrolls:
The SKINK keyword is used in following Seraphon warscrolls:
The STARBORNE keyword is used in following Seraphon warscrolls:
The COALESCED keyword is used in following Seraphon warscrolls:
The SERAPHON keyword is used in following Seraphon warscrolls:
The SERAPHON and HERO keywords are used in following Seraphon warscrolls:
The STARSEER keyword is used in following Seraphon warscrolls:
The SAURUS and ASTROLITH BEARER keywords are used in following Seraphon warscrolls:
The SAURUS keyword is used in following Seraphon warscrolls:
The WIZARD keyword is used in following Seraphon warscrolls:
The BOUND keyword is used in following Seraphon warscrolls:
The DRACOTHION’S TAIL keyword is used in following Seraphon warscrolls:
The DRACOTHION’S TAIL and SLANN keywords are used in following Seraphon warscrolls:
The DRACOTHION’S TAIL and HERO keywords are used in following Seraphon warscrolls:
The FANGS OF SOTEK and SKINK keywords are used in following Seraphon warscrolls:
The FANGS OF SOTEK and HERO keywords are used in following Seraphon warscrolls:
The FANGS OF SOTEK and SAURUS keywords are used in following Seraphon warscrolls:
The KOATL’S CLAW and SAURUS keywords are used in following Seraphon warscrolls:
The KOATL’S CLAW, SAURUS and HERO keywords are used in following Seraphon warscrolls:
The KOATL’S CLAW and HERO keywords are used in following Seraphon warscrolls:
The THUNDER LIZARD and MONSTER keywords are used in following Seraphon warscrolls:
The THUNDER LIZARD and BASTILADON keywords are used in following Seraphon warscrolls:
The THUNDER LIZARD and ENGINE OF THE GODS keywords are used in following Seraphon warscrolls:
The THUNDER LIZARD and HERO keywords are used in following Seraphon warscrolls:
The SKINK and HERO keywords are used in following Seraphon warscrolls:
The MONSTER keyword is used in following Seraphon warscrolls:
The HUNTING PACK keyword is used in following Seraphon warscrolls: