MISSILE WEAPONS | Range | Attacks | To Hit | To WoundTo Wnd | Rend | DamageDmg | |
Dartpipe | |||||||
Dartpipe | 16" | 2 | 3+ | 4+ | - | 1 | |
MELEE WEAPONS | Range | Attacks | To Hit | To WoundTo Wnd | Rend | DamageDmg | |
Celestite Dagger | |||||||
Celestite Dagger | 1" | 1 | 5+ | 5+ | - | 1 |
KEYWORDS | ORDER, SERAPHON, SKINK, CHAMELEON SKINKS |
MELEE WEAPONS | Range | Attacks | To Hit | To WoundTo Wnd | Rend | DamageDmg | |
Drakebite Maul | |||||||
Drakebite Maul | 2" | 4 | 4+ | 3+ | -1 | 2 | |
Moon Hammer | |||||||
Moon Hammer | 2" | See below | 4+ | 3+ | -1 | 2 | |
Vice-like Jaws | |||||||
Vice-like Jaws | 1" | 1 | 4+ | 3+ | -1 | 1 |
KEYWORDS | ORDER, SERAPHON, KROXIGOR |
MISSILE WEAPONS | Range | Attacks | To Hit | To WoundTo Wnd | Rend | DamageDmg | |
Volley of Spikes | |||||||
Volley of Spikes | 18" | 2D6 | 3+ | 4+ | - | 1 | |
MELEE WEAPONS | Range | Attacks | To Hit | To WoundTo Wnd | Rend | DamageDmg | |
Spiked Tail | |||||||
Spiked Tail | 1" | 3 | 3+ | 3+ | -2 | 2 | |
Celestite Goad | |||||||
Celestite Goad | 1" | 1 | 4+ | 5+ | - | 1 |
KEYWORDS | ORDER, SERAPHON, SKINK, RAZORDON, HUNTING PACK |
MELEE WEAPONS | Range | Attacks | To Hit | To WoundTo Wnd | Rend | DamageDmg | |
Moonstone Warspear | |||||||
Moonstone Warspear | 1" | 1 | 4+ | 4+ | - | 1 | |
Tearing Jaws | |||||||
Tearing Jaws | 1" | 3 | 4+ | 3+ | - | 1 |
KEYWORDS | ORDER, SERAPHON, SKINK, RIPPERDACTYL, RIPPERDACTYL RIDERS |
MISSILE WEAPONS | Range | Attacks | To Hit | To WoundTo Wnd | Rend | DamageDmg | |
Stream of Fire | |||||||
Stream of Fire | 12" | 4 | 3+ | 3+ | -2 | D3 | |
MELEE WEAPONS | Range | Attacks | To Hit | To WoundTo Wnd | Rend | DamageDmg | |
Burning Jaws | |||||||
Burning Jaws | 1" | 3 | 3+ | 3+ | -2 | D3 | |
Celestite Goad | |||||||
Celestite Goad | 1" | 1 | 4+ | 5+ | - | 1 |
KEYWORDS | ORDER, SERAPHON, SKINK, SALAMANDER, HUNTING PACK |
MELEE WEAPONS | Range | Attacks | To Hit | To WoundTo Wnd | Rend | DamageDmg | |
Celestite Polearm | |||||||
Celestite Polearm | 1" | 2 | 3+ | 3+ | -1 | 1 | |
Powerful Jaws | |||||||
Powerful Jaws | 1" | 1 | 5+ | 4+ | - | 1 |
KEYWORDS | ORDER, SERAPHON, SAURUS, SAURUS GUARD |
MELEE WEAPONS | Range | Attacks | To Hit | To WoundTo Wnd | Rend | DamageDmg | |
Celestite Blade | |||||||
Celestite Blade | 1" | 2 | 3+ | 3+ | - | 1 | |
Celestite Warspear | |||||||
Celestite Warspear | 1" | 2 | 4+ | 3+ | - | 1 | |
Powerful Jaws | |||||||
Powerful Jaws | 1" | 1 | 5+ | 4+ | - | 1 | |
Snapping Jaws | |||||||
Snapping Jaws | 1" | 2 | 3+ | 4+ | - | 1 |
KEYWORDS | ORDER, SERAPHON, SAURUS, COLD ONE, SAURUS KNIGHTS |
MISSILE WEAPONS | Range | Attacks | To Hit | To WoundTo Wnd | Rend | DamageDmg | |
Meteoric Javelin | |||||||
Meteoric Javelin | 8" | 1 | 5+ | 4+ | - | 1 | |
Boltspitter | |||||||
Boltspitter | 16" | 1 | 5+ | 5+ | - | 1 | |
MELEE WEAPONS | Range | Attacks | To Hit | To WoundTo Wnd | Rend | DamageDmg | |
Celestite Dagger | |||||||
Celestite Dagger | 1" | 1 | 5+ | 5+ | - | 1 | |
Moonstone Club | |||||||
Moonstone Club | 1" | 1 | 4+ | 4+ | - | 1 |
KEYWORDS | ORDER, SERAPHON, SKINKS |
MISSILE WEAPONS | Range | Attacks | To Hit | To WoundTo Wnd | Rend | DamageDmg | |
Starstrike Javelin | |||||||
Starstrike Javelin | 12" | 2 | 4+ | 3+ | - | 1 | |
Sunleech Bolas | |||||||
Sunleech Bolas | 6" | D6 | 4+ | 3+ | - | 1 | |
MELEE WEAPONS | Range | Attacks | To Hit | To WoundTo Wnd | Rend | DamageDmg | |
Razor-sharp Jaws | |||||||
Razor-sharp Jaws | 1" | 4 | 4+ | 4+ | - | 1 |
KEYWORDS | ORDER, SERAPHON, SKINK, TERRADON, TERRADON RIDERS |
MISSILE WEAPONS | Range | Attacks | To Hit | To WoundTo Wnd | Rend | DamageDmg | |
Meteoric Javelins | |||||||
Meteoric Javelins | 8" | 4 | 5+ | 4+ | - | 1 | |
MELEE WEAPONS | Range | Attacks | To Hit | To WoundTo Wnd | Rend | DamageDmg | |
Massive Horns | |||||||
Massive Horns | 2" | 2 | 3+ | 3+ | -1 | ![]() | |
Grinding Jaws | |||||||
Grinding Jaws | 1" | 2 | 3+ | 3+ | -1 | 2 | |
Crushing Stomps | |||||||
Crushing Stomps | 1" | ![]() | 3+ | 3+ | -1 | 2 |
Wounds Suffered | Move | Massive Horns | Crushing Stomps |
0-3 | 8" | 4 | 5 |
4-5 | 7" | 3 | 4 |
6-8 | 6" | 2 | 3 |
9-10 | 5" | 2 | 2 |
11+ | 4" | 1 | 1 |
Roll | Effect |
2-3 | The Engine of the Gods shakes violently as the universe resists its pull. This model suffers D3 mortal wounds. |
4-8 | The Engine thrums furiously and a brilliant white light shines forth. Heal D3 wounds allocated to each friendly SERAPHON unit wholly within 12" of this model (roll separately for each unit). |
9-12 | Bolts of azure energy shoot from the Engine and engulf the foe. You can either pick 1 enemy unit within 24" this model that is visible to it and roll 1 dice, or roll 1 dice for each enemy unit within 12" of this model that is visible to it. On a 2+, that unit suffers D3 mortal wounds. |
13-17 | A sudden pulse of starlight heralds the manifestation of new Seraphon warriors. You can set up 1 unit of 10 Saurus Warriors wholly within 12" of this model and more than 9" from any enemy units, and add it to your army. |
18 | Time crawls to a halt around the Seraphon warhost. For the rest of the turn you can re-roll charge rolls for friendly SERAPHON units wholly within 24" of this model, and double the Attacks characteristic of weapons used by friendly SERAPHON units while they are wholly within 24" of this model. |
KEYWORDS | ORDER, SERAPHON, SKINK, MONSTER, STEGADON, HERO, ENGINE OF THE GODS |
MELEE WEAPONS | Range | Attacks | To Hit | To WoundTo Wnd | Rend | DamageDmg | |
Celestite Club | |||||||
Celestite Club | 1" | 1 | 4+ | 3+ | -1 | 1 | |
Celestite Spear | |||||||
Celestite Spear | 2" | 1 | 4+ | 3+ | - | 1 | |
Powerful Jaws | |||||||
Powerful Jaws | 1" | 1 | 5+ | 4+ | - | 1 |
KEYWORDS | ORDER, SERAPHON, SAURUS, SAURUS WARRIORS |
MELEE WEAPONS | Range | Attacks | To Hit | To WoundTo Wnd | Rend | DamageDmg | |
Azyrite Force Barrier | |||||||
Azyrite Force Barrier | 3" | See below | 3+ | 3+ | -1 | 1 |
KEYWORDS | ORDER, SERAPHON, SLANN, HERO, WIZARD, STARMASTER, LORD KROAK |
MELEE WEAPONS | Range | Attacks | To Hit | To WoundTo Wnd | Rend | DamageDmg | |
Skyblade | |||||||
Skyblade | 1" | 4 | 3+ | 4+ | -1 | 1 | |
Tearing Jaws | |||||||
Tearing Jaws | 1" | 4 | 4+ | 3+ | - | 1 |
KEYWORDS | ORDER, SERAPHON, SKINK, RIPPERDACTYL, HERO, RIPPERDACTYL CHIEF |
MELEE WEAPONS | Range | Attacks | To Hit | To WoundTo Wnd | Rend | DamageDmg | |
Celestite Warpick | |||||||
Celestite Warpick | 1" | 3 | 3+ | 3+ | -1 | 1 | |
Fearsome Jaws | |||||||
Fearsome Jaws | 1" | 1 | 4+ | 3+ | - | 1 |
KEYWORDS | ORDER, SERAPHON, SAURUS, HERO, TOTEM, ASTROLITH BEARER |
MELEE WEAPONS | Range | Attacks | To Hit | To WoundTo Wnd | Rend | DamageDmg | |
Star-stone Mace (Celestite weapon) | |||||||
Star-stone Mace (Celestite weapon) | 1" | 3 | 3+ | 3+ | -1 | D3 | |
Fearsome Jaws | |||||||
Fearsome Jaws | 1" | 1 | 4+ | 3+ | - | 1 |
KEYWORDS | ORDER, SERAPHON, SAURUS, HERO, ETERNITY WARDEN |
MELEE WEAPONS | Range | Attacks | To Hit | To WoundTo Wnd | Rend | DamageDmg | |
Celestite Maul | |||||||
Celestite Maul | 1" | 3 | 4+ | 3+ | -1 | D3 | |
Celestite Warblade | |||||||
Celestite Warblade | 1" | 5 | 3+ | 3+ | - | 1 | |
Celestite Warspear | |||||||
Celestite Warspear | 2" | 4 | 3+ | 3+ | - | 1 | |
Celestite Greatblade | |||||||
Celestite Greatblade | 1" | 3 | 4+ | 3+ | -1 | 2 | |
Fearsome Jaws | |||||||
Fearsome Jaws | 1" | 1 | 4+ | 3+ | - | 1 |
KEYWORDS | ORDER, SERAPHON, SAURUS, HERO, OLDBLOOD |
MELEE WEAPONS | Range | Attacks | To Hit | To WoundTo Wnd | Rend | DamageDmg | |
Celestite Warpick | |||||||
Celestite Warpick | 1" | 3 | 3+ | 3+ | -1 | 1 | |
Fearsome Jaws | |||||||
Fearsome Jaws | 1" | 1 | 4+ | 3+ | - | 1 | |
Snapping Jaws | |||||||
Snapping Jaws | 1" | 2 | 3+ | 4+ | - | 1 |
KEYWORDS | ORDER, SERAPHON, SAURUS, COLD ONE, HERO, SCAR-VETERAN |
MELEE WEAPONS | Range | Attacks | To Hit | To WoundTo Wnd | Rend | DamageDmg | |
Celestite Warmace | |||||||
Celestite Warmace | 1" | 6 | 3+ | 3+ | -1 | 1 | |
Fearsome Jaws | |||||||
Fearsome Jaws | 1" | 1 | 4+ | 3+ | - | 1 |
KEYWORDS | ORDER, SERAPHON, SAURUS, HERO, SUNBLOOD |
MISSILE WEAPONS | Range | Attacks | To Hit | To WoundTo Wnd | Rend | DamageDmg | |
Starbolt | |||||||
Starbolt | 18" | 2 | 4+ | 3+ | -1 | 1 | |
MELEE WEAPONS | Range | Attacks | To Hit | To WoundTo Wnd | Rend | DamageDmg | |
Star-stone Staff | |||||||
Star-stone Staff | 1" | 1 | 4+ | 4+ | -1 | 1 |
KEYWORDS | ORDER, SERAPHON, SKINK, HERO, PRIEST |
MISSILE WEAPONS | Range | Attacks | To Hit | To WoundTo Wnd | Rend | DamageDmg | |
Venombolt | |||||||
Venombolt | 18" | 2 | 3+ | 3+ | -1 | 1 | |
MELEE WEAPONS | Range | Attacks | To Hit | To WoundTo Wnd | Rend | DamageDmg | |
Serpent Staff | |||||||
Serpent Staff | 1" | 2 | 4+ | 3+ | -1 | 1 |
KEYWORDS | ORDER, SERAPHON, SKINK, HERO, WIZARD, STARPRIEST |
MISSILE WEAPONS | Range | Attacks | To Hit | To WoundTo Wnd | Rend | DamageDmg | |
Astral Bolt | |||||||
Astral Bolt | 18" | 2 | 3+ | 3+ | -1 | D3 | |
MELEE WEAPONS | Range | Attacks | To Hit | To WoundTo Wnd | Rend | DamageDmg | |
Astromancer’s Staff | |||||||
Astromancer’s Staff | 2" | 2 | 4+ | 3+ | -1 | D3 |
KEYWORDS | ORDER, SERAPHON, SKINK, HERO, WIZARD, STARSEER |
MELEE WEAPONS | Range | Attacks | To Hit | To WoundTo Wnd | Rend | DamageDmg | |
Azure Lightning | |||||||
Azure Lightning | 3" | 6 | 4+ | 3+ | -1 | 1 |
KEYWORDS | ORDER, SERAPHON, SLANN, HERO, WIZARD, STARMASTER |
MELEE WEAPONS | Range | Attacks | To Hit | To WoundTo Wnd | Rend | DamageDmg | |
Skyblade | |||||||
Skyblade | 1" | 3 | 3+ | 4+ | -1 | 1 | |
Razor-sharp Jaws | |||||||
Razor-sharp Jaws | 1" | 4 | 4+ | 4+ | - | 1 |
KEYWORDS | ORDER, SERAPHON, SKINK, TERRADON, HERO, TERRADON CHIEF |
MISSILE WEAPONS | Range | Attacks | To Hit | To WoundTo Wnd | Rend | DamageDmg | |
Sunbolt Gauntlet | |||||||
Sunbolt Gauntlet | 18" | D6 | 3+ | 4+ | -1 | 1 | |
MELEE WEAPONS | Range | Attacks | To Hit | To WoundTo Wnd | Rend | DamageDmg | |
Sunstone Spear (Celestite weapon) | |||||||
Sunstone Spear (Celestite weapon) | 2" | 3 | 3+ | 3+ | -1 | 3 | |
Clawed Forelimbs | |||||||
Clawed Forelimbs | 2" | 2 | ![]() | 3+ | - | 2 | |
Massive Jaws | |||||||
Massive Jaws | 2" | 3 | 4+ | 3+ | -1 | ![]() |
Wounds Suffered | Move | Clawed Forelimbs | Massive Jaws |
0-2 | 10" | 3+ | 5 |
3-4 | 9" | 4+ | 4 |
5-7 | 8" | 4+ | 3 |
8-9 | 7" | 5+ | 2 |
10+ | 6" | 5+ | 1 |
KEYWORDS | ORDER, SERAPHON, SAURUS, CARNOSAUR, MONSTER, HERO, OLDBLOOD |
MELEE WEAPONS | Range | Attacks | To Hit | To WoundTo Wnd | Rend | DamageDmg | |
Celestite Warblade | |||||||
Celestite Warblade | 1" | 6 | 3+ | 3+ | - | 1 | |
Celestite Warspear | |||||||
Celestite Warspear | 2" | 6 | 3+ | 3+ | - | 1 | |
Celestite Greatblade | |||||||
Celestite Greatblade | 1" | 3 | 4+ | 3+ | -1 | 2 | |
Clawed Forelimbs | |||||||
Clawed Forelimbs | 2" | 2 | ![]() | 3+ | - | 2 | |
Massive Jaws | |||||||
Massive Jaws | 2" | 3 | 4+ | 3+ | -1 | ![]() |
Wounds Suffered | Move | Clawed Forelimbs | Massive Jaws |
0-2 | 10" | 3+ | 5 |
3-4 | 9" | 4+ | 4 |
5-7 | 8" | 4+ | 3 |
8-9 | 7" | 5+ | 2 |
10+ | 6" | 5+ | 1 |
KEYWORDS | ORDER, SERAPHON, SAURUS, CARNOSAUR, MONSTER, HERO, SCAR-VETERAN |
MISSILE WEAPONS | Range | Attacks | To Hit | To WoundTo Wnd | Rend | DamageDmg | |
Noxious Spittle | |||||||
Noxious Spittle | ![]() | D3 | 3+ | 3+ | - | 2 | |
MELEE WEAPONS | Range | Attacks | To Hit | To WoundTo Wnd | Rend | DamageDmg | |
Divining Rod | |||||||
Divining Rod | 1" | 2 | 4+ | 4+ | -1 | D3 | |
Clawed Forelimbs | |||||||
Clawed Forelimbs | 2" | 2 | 4+ | 3+ | - | 2 | |
Venomous Jaws | |||||||
Venomous Jaws | 2" | 3 | 4+ | ![]() | - | 2 |
Wounds Suffered | Move | Noxious Spittle | Venomous Jaws |
0-2 | 10" | 18" | 2+ |
3-4 | 9" | 15" | 3+ |
5-7 | 8" | 12" | 3+ |
8-9 | 7" | 9" | 4+ |
10+ | 6" | 6" | 5+ |
KEYWORDS | ORDER, SERAPHON, SKINK, TROGLODON, MONSTER, HERO, WIZARD, ORACLE |
MISSILE WEAPONS | Range | Attacks | To Hit | To WoundTo Wnd | Rend | DamageDmg | ||||||||
Meteoric Javelins | ||||||||||||||
Meteoric Javelins | 8" | 4 | 5+ | 4+ | - | 1 | ||||||||
Skystreak Bow | ||||||||||||||
Skystreak Bow | 24" | 3 | 3+ | 3+ | -1 | 3 | ||||||||
Sunfire Throwers | ||||||||||||||
Sunfire Throwers | 8" | 1 |
| |||||||||||
MELEE WEAPONS | Range | Attacks | To Hit | To WoundTo Wnd | Rend | DamageDmg | ||||||||
Meteoric Warspear | ||||||||||||||
Meteoric Warspear | 1" | 3 | 3+ | 3+ | -1 | 1 | ||||||||
Massive Horns | ||||||||||||||
Massive Horns | 2" | 2 | 3+ | 3+ | -1 | ![]() | ||||||||
Grinding Jaws | ||||||||||||||
Grinding Jaws | 1" | 2 | 3+ | 3+ | -1 | 2 | ||||||||
Crushing Stomps | ||||||||||||||
Crushing Stomps | 1" | ![]() | 3+ | 3+ | -1 | 2 |
Wounds Suffered | Move | Massive Horns | Crushing Stomps |
0-2 | 8" | 4 | 5 |
3-4 | 7" | 3 | 4 |
5-6 | 6" | 2 | 3 |
7-8 | 5" | 2 | 2 |
9+ | 4" | 1 | 1 |
KEYWORDS | ORDER, SERAPHON, SKINK, HERO, MONSTER, STEGADON |
MISSILE WEAPONS | Range | Attacks | To Hit | To WoundTo Wnd | Rend | DamageDmg | |
Solar Engine | |||||||
Solar Engine | 24" | ![]() | 4+ | 3+ | -1 | 2 | |
Meteoric Javelins | |||||||
Meteoric Javelins | 8" | 4 | 5+ | 4+ | - | 1 | |
MELEE WEAPONS | Range | Attacks | To Hit | To WoundTo Wnd | Rend | DamageDmg | |
Ark of Sotek | |||||||
Ark of Sotek | 3" | ![]() | 4+ | 6+ | - | 1 | |
Bludgeoning Tail | |||||||
Bludgeoning Tail | 2" | 3 | 3+ | 3+ | -1 | D3 |
Wounds Suffered | Move | Solar Engine | Ark of Sotek |
0-2 | 1+ | 9 | 18 |
3-4 | 2+ | 8 | 15 |
5-6 | 3+ | 7 | 12 |
7-8 | 4+ | 6 | 9 |
9+ | 4+ | 5 | 6 |
KEYWORDS | ORDER, SERAPHON, SKINK, MONSTER, BASTILADON |
MISSILE WEAPONS | Range | Attacks | To Hit | To WoundTo Wnd | Rend | DamageDmg | ||||||||
Meteoric Javelins | ||||||||||||||
Meteoric Javelins | 8" | 4 | 5+ | 4+ | - | 1 | ||||||||
Skystreak Bow | ||||||||||||||
Skystreak Bow | 24" | 3 | 3+ | 3+ | -1 | 3 | ||||||||
Sunfire Throwers | ||||||||||||||
Sunfire Throwers | 8" | 1 |
| |||||||||||
MELEE WEAPONS | Range | Attacks | To Hit | To WoundTo Wnd | Rend | DamageDmg | ||||||||
Massive Horns | ||||||||||||||
Massive Horns | 2" | 2 | 3+ | 3+ | -1 | ![]() | ||||||||
Grinding Jaws | ||||||||||||||
Grinding Jaws | 1" | 2 | 3+ | 3+ | -1 | 2 | ||||||||
Crushing Stomps | ||||||||||||||
Crushing Stomps | 1" | ![]() | 3+ | 3+ | -1 | 2 |
Wounds Suffered | Move | Massive Horns | Crushing Stomps |
0-2 | 8" | 4 | 5 |
3-4 | 7" | 3 | 4 |
5-6 | 6" | 2 | 3 |
7-8 | 5" | 2 | 2 |
9+ | 4" | 1 | 1 |
KEYWORDS | ORDER, SERAPHON, SKINK, MONSTER, STEGADON |
MISSILE WEAPONS | Range | Attacks | To Hit | To WoundTo Wnd | Rend | DamageDmg | ||||||||
Soul-sheering Blast | ||||||||||||||
Soul-sheering Blast | 12" |
| ||||||||||||
MELEE WEAPONS | Range | Attacks | To Hit | To WoundTo Wnd | Rend | DamageDmg | ||||||||
Raking Claws | ||||||||||||||
Raking Claws | 2" | ![]() | 4+ | 3+ | -2 | 2 | ||||||||
Amethyst Fangs | ||||||||||||||
Amethyst Fangs | 3" | 3 | 3+ | ![]() | -2 | D6 |
Wounds Suffered | Move | Raking Claws | Amethyst Fangs |
0-3 | 16" | 8 | 2+ |
4-6 | 14" | 7 | 3+ |
7-9 | 11" | 6 | 4+ |
10-12 | 9" | 5 | 5+ |
13+ | 6" | 4 | 6+ |
KEYWORDS | ORDER, DRAGON, MONSTER, CARMINE DRAGON |
MELEE WEAPONS | Range | Attacks | To Hit | To WoundTo Wnd | Rend | DamageDmg | |
Gargantuan Jaws | |||||||
Gargantuan Jaws | 2" | 3 | 4+ | 3+ | -2 | ![]() | |
Raking Claws | |||||||
Raking Claws | 2" | 6 | ![]() | 3+ | -1 | 2 | |
Armoured Tail | |||||||
Armoured Tail | 2" | 1 | 4+ | 3+ | -1 | D6 |
Wounds Suffered | Move | Gargantuan Jaws | Raking Claws |
0-12 | 10" | 6 | 2+ |
13-18 | 9" | 5 | 3+ |
19-24 | 8" | 4 | 3+ |
25-30 | 7" | 3 | 4+ |
31+ | 6" | 2 | 5+ |
KEYWORDS | ORDER, SERAPHON, MONSTER, TOTEM, DREAD SAURIAN |
Warscroll Battalion Eternal StarhostIn a brilliant flash of starlight, an Eternal Starhost arrives to enact the will of the Old Ones. Within its ranks can be found cohort after cohort of Seraphon and reptilian monsters whose scales shine with the light of the heavens. While the saurus carve apart the enemy with merciless efficiency and the skinks launch sudden hit-and-run attacks, the leaders of the Starhost tap into the celestial power that surrounds their warriors to call forth constant reinforcements from their temple-ships in High Azyr.
ABILITIES Celestial Reinforcement: The concentrated Azyrite energies of an Eternal Starhost act as a beacon, allowing its master to summon further warriors from their temple-fleet with incredible ease. At the start of your hero phase, you receive D3 celestial conjuration points if the SLANN, STARSEER or ORACLE from this battalion is on the battlefield. | ||||||||||||||||||||
Warscroll Battalion Eternal Temple-hostThe pounding drums of war herald the arrival of an Eternal Temple-host. A mighty assemblage of Coalesced Seraphon, these reptilian warriors fall upon their enemies with unrelenting aggression. Sunclaw Temple-hosts tear through the foe’s armoured elite, while their Thunderquake and Firelance brethren launch charge after devastating charge. As the Shadowstrike Temple-hosts spring cunning ambushes, the mystical master of the army watches on, tapping into the power of the Astromatrix to remake the land to better serve the Seraphon.
ABILITIES Primal Vistas: The energy of the Astromatrix radiates from an Eternal Temple-host, reshaping the lands it passes through. If the SLANN, STARSEER or ORACLE from this battalion is on the battlefield, the Primeval Domain battle trait applies to all terrain features, not just those in your territory. | ||||||||||||||||||||
Warscroll Battalion Firelance Starhost
ABILITIES Blazing Cohorts: Firelance Starhosts are saturated with the magic of Azyr, causing their weapons to burn with cerulean flames. If the unmodified wound roll for an attack made with a Celestite weapon by a unit from this battalion is 6, that attacks inflicts 1 mortal wound on the target in addition to any normal damage. | ||||||||||
Warscroll Battalion Firelance Temple-host
ABILITIES Savage Hunters: The Scar-Veteran of a Firelance Temple-host leads from the front, setting a ferocious pace for his fellow riders and driving them towards the foe with terrifying speed. Add 3 to run and charge rolls for units from this battalion that are wholly within 18" of the SCAR-VETERAN from the same battalion. | ||||||||||
Warscroll Battalion Shadowstrike Starhost
ABILITIES Strike from the Stars: A subtle shifting of the heavens is the only warning of a Shadowstrike Starhost assault. Instead of setting up a unit from this battalion on the battlefield, you can place it to one side and say that it is waiting in the stars as a reserve unit. At the end of any of your movement phases, you can set up any of those units on the battlefield more than 9" from any enemy units. Reserve units that are not set up on the battlefield before the start of the fourth battle round are slain. | ||||||||||||
Warscroll Battalion Shadowstrike Temple-host
ABILITIES The Trap is Sprung: At an unspoken command from their leader, the skinks of a Shadowstrike Temple-host attack from carefully prepared ambush sites, swiftly overwhelming their chosen prey. In your hero phase, pick 1 enemy unit that is visible to the STARPRIEST or PRIEST from this battalion. Until your next hero phase, add 1 to hit rolls for attacks made by units from this battalion that target that unit. | ||||||||||||
Warscroll Battalion Sunclaw Starhost
ABILITIES Star-charged Celestite: The celestite weapons carried by the warriors of a Sunclaw Starhost are supercharged with the power of Azyr. Improve the Rend characteristic of Celestite weapons used by units from this battalion by 1. | ||||||||||
Warscroll Battalion Sunclaw Temple-host
ABILITIES Ferocity Unbound: The predatory instincts of Coalesced saurus are driven to new heights when they are led into battle by the mightiest of their number. Improve the Rend characteristic of Jaws weapons used by units from this battalion by 1. | ||||||||||
Warscroll Battalion Thunderquake Starhost
ABILITIES Celestial Surge: The great beasts of the Starborne are almost invincible when they march forth as a pack, and even more so in the presence of the slann that summoned them to battle. In your hero phase, you can heal 1 wound allocated to each unit from this battalion. If the unit is wholly within 18" of a friendly SLANN, heal D3 wounds instead of 1. | ||||||||||||
Warscroll Battalion Thunderquake Temple-host
ABILITIES Beastmasters: The skinks of a Thunderquake Templehost have an affinity with the reptilian beasts under their control, and know precisely how to get the best from them in battle. In your hero phase, declare if this battalion will be swift or savage. If you choose for it to be swift, until your next hero phase, units from this battalion 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 melee weapons used by units from this battalion. | ||||||||||||
Endless Spell Bound Aethervoid PendulumSweeping suddenly into existence like a reaper’s blade, the Aethervoid Pendulum cuts through armour, flesh, and even the fabric of the realms themselves with equal ease. DESCRIPTION A Bound Aethervoid Pendulum is a single model. PREDATORY: A Bound Aethervoid Pendulum is a predatory endless spell. It can move up to 8" and can fly. MAGIC Summon Bound Aethervoid Pendulum: With a dread invocation, the fabric of reality is torn by the swinging blade of one of the legendary Aethervoid Pendulums. Summon Bound Aethervoid Pendulum has a casting value of 6. Only SERAPHON WIZARDS can attempt to cast this spell. If successfully cast, set up a Bound Aethervoid Pendulum model wholly within 6" of the caster so that it points lengthways in the direction you wish it to move. ABILITIES Slicing Into Reality: When an Aethervoid Pendulum is summoned it slices into the realm as if from nowhere, eviscerating everything in its path. When this model is set up, the player who set it up can immediately make a move with it. Scything Blade: A single pass of the Pendulum’s blade is enough to decimate the enemy ranks, sending out gory showers of severed limbs and decapitated heads as it swings. After this model has moved, each unit that has any models it passed across, and each other unit that is within 1" of it at the end of its move, suffers D6 mortal wounds. Unstoppable Mechanism: The swinging of the Aethervoid Pendulum is as inevitable and measured as time itself. Whenever you set up this model, you must place it lengthways in the direction you wish it to move. Whenever it moves, move it in a straight line in that direction.
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Endless Spell Bound Balewind VortexA Balewind Vortex is a terrifying sight to behold on the battlefield – a swirling, violently swaying cyclone of fell energies that can be summoned by a wizard and used as a platform from which to more effectively cast spells. DESCRIPTION A Bound Balewind Vortex is a single model. MAGIC Summon Bound Balewind Vortex: Those with command over the howling winds of the aether can transform them into a platform beneath their feet so as to ride the arcane tempest. Summon Bound Balewind Vortex has a casting value of 6. Only SERAPHON WIZARDS with a Wounds characteristic of 9 or less and that are not already on a BALEWIND VORTEX can attempt to cast this spell. If successfully cast, set up a Bound Balewind Vortex model within 1" of the caster and more than 3" from any enemy models, then place the caster on the upper platform. As long as the Bound Balewind Vortex is on the battlefield, both it and the caster are treated as a single model from the caster’s army that uses the caster’s warscroll as well as the endless spells rules. It is treated as an enemy model by the opposing player’s army. A model on a Bound Balewind Vortex cannot move. If the caster of a Bound Balewind Vortex attempts to dispel it, the attempt is automatically successful (do not roll any dice). This uses up the additional spell that the caster would have received in that hero phase, and still counts as the single attempt they can make to dispel an endless spell in that hero phase, but they can make any remaining casting attempts normally. If the caster of a Bound Balewind Vortex is slain, then it is immediately dispelled and removed from play along with the caster. If a Bound Balewind Vortex is dispelled and the caster has not been slain, first set up the caster wholly within 6" of it and more than 3" from any enemy models, and then remove the Bound Balewind Vortex model from play. If it is impossible to set up the caster, they are slain. ABILITIES Against the Aetheric Wind: The Balewind Vortex slows incoming attacks. Add 1 to save rolls for attacks that target a model on a Bound Balewind Vortex. Arcane Invigoration: The Balewind Vortex empowers as well as elevates the wizard to whom it is bound. A model on a Bound Balewind Vortex can attempt to cast 1 additional spell in your hero phase (including the turn in which the Summon Bound Balewind Vortex spell was cast), and you can add 6" to the range of any spells the model casts.
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Endless Spell Bound Burning HeadFormed from the fires of Aqshy, the Burning Head is a blazing skull that scorches its way across the battlefield, incinerating ranks of troops and inflaming the anger of those who draw close. DESCRIPTION A Bound Burning Head is a single model. MAGIC Summon Bound Burning Head: By igniting the fires of Aqshy around them, a wizard can give shape to a spectral burning skull. Summon Bound Burning Head has a casting value of 7. Only SERAPHON WIZARDS can attempt to cast this spell. If successfully cast, set up a Bound Burning Head model wholly within 3" of the caster. ABILITIES Fiery Missile: When the Burning Head is called into being, it streaks from the caster’s hands like a blazing meteor. When this model is set up, the player who set it up can immediately make a move with it. Flaming Skull: The Burning Head crashes into the enemy battleline with volcano force, teeth violently gnashing as it reduces all around it to ash. After this model has moved, each unit that has any models it passed across, and each other unit that is within 1" of it at the end of its move, suffers D3 mortal wounds. Wrathful Aura: Fighters who feel the incinerating heat of the Burning Head find their rage brought to the fore. Re-roll hit rolls of 1 for attacks made by units that are wholly within 9" of this model.
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Endless Spell Bound Chronomantic CogsLike the procession of the heavens, the rotations of the Chronomantic Cogs control the passage of time, allowing wizards to speed or slow the events that are unfolding around them. DESCRIPTION Bound Chronomantic Cogs is a single model. MAGIC Summon Bound Chronomantic Cogs: A wizard can draw on the magic of Azyr to conjure a manifestation of the very workings of the realmspheres. Summon Bound Chronomantic Cogs has a casting value of 7. Only SERAPHON WIZARDS can attempt to cast this spell. If successfully cast, set up a Bound Chronomantic Cogs model wholly within 12" of the caster. ABILITIES Mechanisms of Time: The perfect workings of the Chronomantic Cogs show the passing of seconds and aeons alike. By manipulating the cogs, a wizard can speed up time or slow time’s passage. If the caster is within 9" of this model at the end of their hero phase, they can manipulate the cogs to increase or decrease the flow of time. They may do this in the phase in which this model is set up. If they do so, choose one of the effects below. The effect lasts until the caster’s next hero phase. Speed Up Time: Add 2" to the Move characteristic of all units on the battlefield. In addition, add 2 to charge rolls for all units on the battlefield. Slow Down Time: The caster can attempt to cast 1 additional spell. In addition, you can re-roll failed save rolls for attacks that target the caster.
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Endless Spell Bound Emerald LifeswarmImbued with the healing powers of Ghyran, an Emerald Lifeswarm buzzes across the battlefield, seeking out the dead and dying and restoring their lives and vigour. DESCRIPTION A Bound Emerald Lifeswarm is a single model. PREDATORY: A Bound Emerald Lifeswarm is a predatory endless spell. It can move up to 10" and can fly. MAGIC Summon Bound Lifeswarm: By channelling arcane energy into the most minute sparks of life found within the death and corruption around them, a wizard can summon a swarm of verdant insects amidst the buzzing of thousands of tiny wings. Summon Bound Lifeswarm has a casting value of 6. Only SERAPHON WIZARDS can attempt to cast this spell. If successfully cast, set up a Bound Emerald Lifeswarm model wholly within 15" of the caster. ABILITIES Bounteous Healing: Squirming into the gaps between rent flesh and broken bones, the insects of the Emerald Lifeswarm seal the wounds of the living and return the dead to the fight through restorative magics. After this model is set up or after it has moved, the player that set it up or moved it can pick 1 unit within 1" of it. They can either heal D3 wounds that have been allocated to that unit or, if no wounds are currently allocated to the unit, they can return a number of slain models to that unit that have a combined Wounds characteristic equal to or less than the roll of a D3.
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Endless Spell Bound Geminids of Uhl-GyshDrawn from the twilight demi-realm between Hysh and Ulgu, the Geminids lash out with the raw magic of light and shadow, annihilating the flesh and alternately filling the mind with horrific lies and unbearable truths. DESCRIPTION Bound Geminids of Uhl-Gysh consists of 2 models (if it is dispelled, remove both models). PREDATORY: Bound Geminids of Uhl-Gysh is a predatory endless spell. When you move this endless spell, it can move up to 8" and can fly. Both models from this endless spell must finish any move within 6" of each other; if this is impossible, it is dispelled. MAGIC Summon Bound Geminids: By balancing opposing forces of the aether, a wizard can conjure an orb of pure light and one of utter darkness. Summon Bound Geminids has a casting value of 7. Only SERAPHON WIZARDS can attempt to cast this spell. If successfully cast, set up both models within 6" of each other and wholly within 18" of the caster. You must then nominate one model to be the Shadow Geminid and the other to be the Light Geminid. ABILITIES Unleashed: Upon summonation, the Geminids are sent spinning towards the foe. When this model is set up, the player who set it up can immediately make a move with it. After the Shadow Geminid has moved, each unit that has any models it passed across suffers D3 mortal wounds. In addition, until the end of the battle round, subtract 1 (to a minimum of 1) from the Attacks characteristic of melee weapons used by a unit that has any models it passed across. A unit is not affected by the Shadow Geminid if it was passed across by the Light Geminid in the same battle round. After the Light Geminid has moved, each unit that has any models it passed across suffers D3 mortal wounds. In addition, until the end of the battle round, subtract 1 from hit rolls for attacks made by a unit that has any models it passed across. A unit is not affected by the Light Geminid if it was passed across by the Shadow Geminid in the same battle round (a unit can be affected by one or other of the models each battle round, but not both).
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Endless Spell Bound Malevolent MaelstromA Malevolent Maelstrom is a swirling vortex of magic, a tempest that sucks in sorcerous energies and the souls of the dead before exploding in a cataclysmic nova. DESCRIPTION A Bound Malevolent Maelstrom is a single model. PREDATORY: A Bound Malevolent Maelstrom is a predatory endless spell. It can move up to 8" and can fly. MAGIC Summon Bound Maelstrom: Through the manipulation of the death energy around them, a wizard can manifest an unstable, all-consuming vortex and send it swirling into the enemy ranks. Summon Bound Maelstrom has a casting value of 7. Only SERAPHON WIZARDS can attempt to cast this spell. If successfully cast, set up a Bound Malevolent Maelstrom model wholly within 18" of the caster. ABILITIES Devourer of Sorcery and Souls: The Maelstrom pulls the souls of the slain and the spells of the living screaming unto itself, growing ever more unstable as it does so. If a WIZARD successfully casts a spell within 12" of this model and that spell is not unbound, make an additional unbinding roll for that spell. If the roll is successful, the spell is unbound and 1 energy point (see below) is allocated to this model. In addition, 1 energy point is allocated to this model for each unit that is destroyed within 6" of it. Morbid Detonation: Having gorged itself on magic and the howling spirits of the dead, the maelstrom eventually collapses under the weight of its own existence in a nova of devastating energy. At the end of the battle round, roll a dice for this model and add the number of energy points allocated to it to the roll. On a 7+, each unit within 3D6" of this model suffers D3 mortal wounds. This model is then dispelled.
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Endless Spell Bound Prismatic PalisadeThe crystalline spars of the Prismatic Palisade are formed of pure light, hardened into a barrier that bathes those on the battlefield in the blinding rays of Hysh. DESCRIPTION A Bound Prismatic Palisade is a single model. MAGIC Summon Bound Prismatic Palisade: Those enlightened wizards who possess the required insight and purity of mind can draw forth an unbreakable wall of pure Hyshian crystal from the ground, blinding all who gaze upon it. Summon Bound Prismatic Palisade has a casting value of 5. Only SERAPHON WIZARDS can attempt to cast this spell. If successfully cast, set up a Bound Prismatic Palisade model wholly within 18" of the caster. ABILITIES Blinding Light: The radiant beams projected from this barrier confound the aim of all within sight of it. At the start of each turn, roll a dice for each unit within 6" of this model. On a 5+, until the end of the turn, subtract 1 from hit rolls for attacks made by that unit. Dazzling Brilliance: Knowing the impossibility of looking directly upon the Prismatic Palisade, a canny commander will position their forces in such a way as to shield them from the eyes of the enemy. A model cannot see another model if an imaginary straight line, 1mm wide, drawn from the centre of its base to the centre of the other model’s base passes over this model.
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Endless Spell Bound Purple Sun of ShyishNo spell inspires greater fear in the beholder than the Purple Sun. The skull-faced orb drifts across the battlefield, its rays of death energy transmuting all they touch into amethyst statues. DESCRIPTION A Bound Purple Sun of Shyish is a single model. PREDATORY: A Bound Purple Sun of Shyish is a predatory endless spell. It can move up to 9" and can fly. MAGIC Summon Bound Purple Sun: By uttering dread incantations of ancient days, a desperate or foolhardy wizard can summon the abyssal Purple Sun. Summon Bound Purple Sun has a casting value of 8. Only SERAPHON WIZARDS can attempt to cast this spell. If successfully cast, set up a Bound Purple Sun of Shyish model wholly within 6" of the caster. ABILITIES Swirling Death: Swelling and pulsating as it takes form, the Purple Sun soon moves with a malevolent sentience in the direction of the caster’s foes. When this model is set up, the player who set it up can immediately make a move with it. End Given Form: All those touched by the dire rays of the Purple Sun of Shyish meet their final fate, their bodies crystallised and their souls ripped away to the Realm of Death. After this model has moved, each unit that has any models it passed across, and each other unit that is within 1" of it at the end of its move, is subjected to the Purple Sun’s baleful energies. For each unit subjected to the baleful energies, roll a number of dice equal to the number of models in that unit. For each 6, one model in that unit is slain. If the unit has a Wounds characteristic of 6 or more, for each 6 it suffers 2D6 mortal wounds instead. Visage of Xereus: The skeletal face leering out from this broiling orb fills all who witness it with mortal terror. Subtract 1 from the Bravery characteristic of all units while they are within 6" of this model.
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Endless Spell Bound Quicksilver SwordsBorne aloft on currents of Chamonic energy, Quicksilver Swords fly across the battlefield in tight formations before fanning out to eviscerate and behead those in their path. DESCRIPTION Bound Quicksilver Swords is a single model. MAGIC Summon Bound Quicksilver Swords: With the Smith Queen of Anvrok’s dying promise of vengeance against the forces of Chaos incanted, a dozen of her most finely wrought blades slice their way into the realmsphere to assail their conjurer’s enemies. Summon Bound Quicksilver Swords has a casting value of 6. Only SERAPHON WIZARDS can attempt to cast this spell. If successfully cast, set up a Bound Quicksilver Swords model wholly within 10" of the caster. ABILITIES Volley of Blades: The caster sends the Quicksilver Swords straight into the heart of the enemy. When this model is set up, the player who set it up can immediately make a move with it. Dancing Blades: With startling rapidity and efficiency, and seemingly possessed of vengeful purpose, the Quicksilver Swords cut through the enemy lines, their keen-edged blades severing not only limbs but spirits from their bodies. After this model has moved, you can pick 1 unit within 6" of it and roll 12 dice. For each roll of 6, that unit suffers 1 mortal wound. If the unit being rolled for is a CHAOS unit, it suffers 1 mortal wound for each roll of 5+ instead.
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Endless Spell Bound Ravenak’s Gnashing JawsSavage, unrelenting and eternally hungry, the spell known as Ravenak’s Gnashing Jaws chomps its way through entire regiments of infantry, transporting its mangled prey into the stomach of a great pit-beast in Ghur. DESCRIPTION A Bound Ravenak’s Gnashing Jaws is a single model. PREDATORY: A Bound Ravenak’s Gnashing Jaws is a predatory endless spell. It can move up to 12" and can fly. MAGIC Summon Bound Gnashing Jaws: The bestial magics of Ghur can be used to give shape to a razor-fanged avatar of one of its most terrifying denizens – the eternally voracious Ravenak. Summon Bound Gnashing Jaws has a casting value of 8. Only SERAPHON WIZARDS can attempt to cast this spell. If successfully cast, set up a Bound Ravenak’s Gnashing Jaws model wholly within 6" of the caster. ABILITIES Endless Appetite: Before they are even finished manifesting, these disembodied jaws streak towards nearby morsels to devour. When this model is set up, the player who set it up can immediately make a move with it. Ravening Hunger: Rampaging across the battlefield in a blur of bestial motion, the razorsharp teeth of Ravenak’s Gnashing Jaws rip apart anyone and anything within reach. After this model has moved, each unit that has any models it passed across, and each other unit that is within 1" of it at the end of its move, suffers D3 mortal wounds. In addition, until the end of the battle round, subtract 1 from the Bravery characteristic of each unit that has any models it passed across.
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Endless Spell Bound Soulsnare ShacklesDecrepit chains clatter and rusted manacles grind as the Soulsnare Shackles snap at their prey, seeking to clamp down on the spirits of their victims so that they can drag them back to the Great Oubliette in Shyish. DESCRIPTION Bound Soulsnare Shackles consists of 3 models (if it is dispelled, remove all 3 models). MAGIC Summon Bound Soulsnare Shackles: The ground splits with a cacophonous rattle, and manacles shoot forth to grasp at those nearby. Summon Bound Soulsnare Shackles has a casting value of 5. Only SERAPHON WIZARDS can attempt to cast this spell. If successfully cast, set up a Bound Soulsnare Shackles model wholly within 12" of the caster, then set up the second and third models wholly within 6" of the first. ABILITIES Bound for the Great Oubliette: These manacles latch onto not just the bodies of combatants, but their very souls, draining them of vigour and life as they drag their quarry to the cells of the underworld. At the start of the movement phase, roll a dice for each unit within 6" of any of this endless spell’s models. On a 3+, until the end of that phase, halve the Move characteristic of that unit. On a 6, that unit also suffers D3 mortal wounds.
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Endless Spell Bound Suffocating GravetideThe spirits of the dead rise from the ground and surge forwards in a Suffocating Gravetide to smother the living, burying their victims and dragging their souls down to the Realm of Death. DESCRIPTION A Bound Suffocating Gravetide is a single model. PREDATORY: A Bound Suffocating Gravetide is a predatory endless spell. It can move up to 8" and can fly. MAGIC Summon Bound Suffocating Gravetide: With a whispered curse, the ground and the dead buried within it rise up in a destructive tidal wave. Summon Bound Suffocating Gravetide has a casting value of 6. Only SERAPHON WIZARDS can attempt to cast this spell. If successfully cast, set up a Bound Suffocating Gravetide model wholly within 4" of the caster. ABILITIES Necrotic Tide: Those casters who give form to Suffocating Gravetides are careful to ensure that the bitter fury of the souls within is – initially, at least – directed at the foe. When this model is set up, the player who set it up can immediately make a move with it. Pulled to the Grave: Those warriors caught in the path of a Suffocating Gravetide find themselves buffeted by churning earth and dragged into the ground by the spectral forms of the restless dead. After this model has moved, each unit that has any models it passed across suffers D3 mortal wounds. In addition, until the end of the battle round, subtract 1 from the Bravery characteristic of each unit that has any models it passed across. Roiling Barricade: Those caught beneath this terrible deluge are shrouded from the their foes. When a missile weapon targets a unit that has all of its models within 1" of this model, the target unit receives the benefit of cover if the attacking unit is closer to this model than it is to the target unit.
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Endless Spell Bound Umbral SpellportalComprising a pair of shadowy mirrors, the Spellportal links two points on the battlefield, allowing wizards to cast their destructive magics and enchanting boons at incredible distances. DESCRIPTION A Bound Umbral Spellportal is a single endless spell that consists of 2 models (if it is dispelled, remove both models). MAGIC Summon Bound Spellportal: Eldritch sigils can be inscribed into the mist to summon a pair of arcane mirrors, the surfaces of which undulate with shadowy aetheric energy. Summon Bound Spellportal has a casting value of 5. Only SERAPHON WIZARDS can attempt to cast this spell. If successfully cast, set up the first Bound Umbral Spellportal model wholly within 12" of the caster, and then set up the second Bound Umbral Spellportal model wholly within 18" of the first. ABILITIES Arcane Passage: When looking upon an Umbral Spellportal, those versed in magic see a shadowy reflection of what lies on the other side of its twinned construct; while physical matter cannot travel through the portal, aetheric energy knows no such restriction. If a WIZARD successfully casts a spell while they are within 1" of a Bound Umbral Spellportal model, the range and visibility of the spell can be measured from the other Bound Umbral Spellportal model from the same endless spell. After the range and visibility for a spell has been measured from a Bound Umbral Spellportal, you cannot use the Arcane Passage ability again for that Bound Umbral Spellportal in that phase. If a predatory endless spell finishes a move within 6" of a Bound Umbral Spellportal model, remove it from the battlefield and set it up again anywhere within 6" of the other Bound Umbral Spellportal model from the same endless spell. After an endless spell finishes a move within 6" of a Bound Umbral Spellportal and is set up again, it cannot move again in that phase, and you cannot use the Arcane Passage ability again for that Bound Umbral Spellportal in that phase.
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Scenery Realmshaper EngineThere are no lengths the Seraphon will not go to in order to see the Great Plan fulfilled. At a Starmaster’s decree, Realmshaper Engines are deployed to remake reality in line with the Old Ones’ will, rendering the lands a primordial haven for the lizardfolk and a sweltering, inhospitable nightmare for their foes. SET UP When you choose a Seraphon army, you can include 1 REALMSHAPER ENGINE terrain feature. When terrain is set up for the battle, any REALMSHAPER ENGINE terrain features must be set up by the player whose army they are a part of, before any other terrain features are set up, more than 6" from any objectives and more than 6" from the edge of the battlefield. Set up the rest of the terrain as described in the core rules. If both players can set up terrain features before other terrain features are set up, the players must roll off and the winner chooses who sets up their terrain features first. GARRISON: A Realmshaper Engine can be garrisoned. The models making up the garrison of a Realmshaper Engine must have a combined Wounds characteristic of 20 or less (if this would preclude all of the models in a unit from garrisoning the Realmshaper Engine, then the unit cannot garrison the Realmshaper Engine). Scenery Rules Power Unleashed: The waves of power that spread from an activated Realmshaper Engine bring the surrounding landscape to violent life. In your hero phase, if this model is garrisoned by a friendly SERAPHON WIZARD or friendly SERAPHON PRIEST, you can pick 1 terrain feature anywhere on the battlefield and roll a dice for each enemy unit within 3" of that terrain feature. Add 2 to the roll if that terrain feature is within 18" of this model, and subtract 2 from the roll if that terrain feature is more than 36" from this model. On a 4+, that enemy unit suffers D3 mortal wounds.
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The ORDER keyword is used in following Seraphon warscrolls:
The SERAPHON keyword is used in following Seraphon warscrolls:
The SKINK keyword is used in following Seraphon warscrolls:
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The HUNTING PACK keyword is used in following Seraphon warscrolls:
The RIPPERDACTYL RIDERS keyword is used in following Seraphon warscrolls:
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The RIPPERDACTYL keyword is used in following Seraphon warscrolls:
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The RIPPERDACTYL keyword is used in following Seraphon warscrolls:
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The SLANN keyword is used in following Seraphon warscrolls:
The SAURUS keyword is used in following Seraphon warscrolls:
The COLD ONE keyword is used in following Seraphon warscrolls:
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The SKINKS keyword is used in following Seraphon warscrolls:
The TERRADON keyword is used in following Seraphon warscrolls:
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The SLANN keyword is used in following Seraphon warscrolls:
The STEGADON keyword is used in following Seraphon warscrolls:
The MONSTER keyword is used in following Seraphon warscrolls:
The STEGADON keyword is used in following Seraphon warscrolls:
The HERO keyword is used in following Seraphon warscrolls:
The SKINK and WIZARD keywords are used in following Seraphon warscrolls:
The ORACLE keyword is used in following Seraphon warscrolls:
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The SLANN keyword is used in following Seraphon warscrolls:
The WIZARD keyword is used in following Seraphon warscrolls:
The STARMASTER keyword is used in following Seraphon warscrolls:
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The RIPPERDACTYL keyword is used in following Seraphon warscrolls:
The TOTEM keyword is used in following Seraphon warscrolls:
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The SLANN keyword is used in following Seraphon warscrolls:
The SAURUS GUARD keyword is used in following Seraphon warscrolls:
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The OLDBLOOD keyword is used in following Seraphon warscrolls:
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The SCAR-VETERAN keyword is used in following Seraphon warscrolls:
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The ORACLE keyword is used in following Seraphon warscrolls:
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The TERRADON RIDERS keyword is used in following Seraphon warscrolls:
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The CARNOSAUR keyword is used in following Seraphon warscrolls:
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The STEGADON and HERO keywords are used in following Seraphon warscrolls:
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The SLANN keyword is used in following Seraphon warscrolls:
The SLANN keyword is used in following Seraphon warscrolls:
The SLANN keyword is used in following Seraphon warscrolls:
The STARSEER keyword is used in following Seraphon warscrolls:
The ORACLE keyword is used in following Seraphon warscrolls:
The SLANN keyword is used in following Seraphon warscrolls:
The SLANN keyword is used in following Seraphon warscrolls:
The STARSEER keyword is used in following Seraphon warscrolls:
The ORACLE keyword is used in following Seraphon warscrolls:
The SCAR-VETERAN keyword is used in following Seraphon warscrolls:
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The SCAR-VETERAN keyword is used in following Seraphon warscrolls:
The SCAR-VETERAN keyword is used in following Seraphon warscrolls:
The STARPRIEST keyword is used in following Seraphon warscrolls:
The PRIEST keyword is used in following Seraphon warscrolls:
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The HUNTING PACK keyword is used in following Seraphon warscrolls:
The SLANN keyword is used in following Seraphon warscrolls:
The HUNTING PACK keyword is used in following Seraphon warscrolls:
The ENDLESS SPELL keyword is used in following Seraphon warscrolls:
The BOUND keyword is used in following Seraphon warscrolls:
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The REALMSHAPER ENGINE keyword is used in following Seraphon warscrolls:
The SERAPHON and PRIEST keywords are used in following Seraphon warscrolls: