Seraphon – Warscrolls

None


8"
1
6+
5
WARSCROLL

Chameleon Skinks

Chameleon Skinks stalk their prey with infinite patience. Able to blend perfectly into their environment, these peerless hunters silently creep up on their targets, before unleashing a storm of blowdarts covered in the most potent venoms.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Dartpipe
Dartpipe16"23+4+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Celestite Dagger
Celestite Dagger1"15+5+-1
PITCHED BATTLE PROFILE

Unit Size: 5 - 20      Points: 90
Battlefield Role: None

DESCRIPTION

A unit of Chameleon Skinks has any number of models, each armed with a Dartpipe and Celestite Dagger.

ABILITIES

Chameleon Ambush: Chameleon Skinks can blend with their surroundings and go into hiding.
Instead of setting up this unit on the battlefield, you can place it to one side and say that it is hiding as a reserve unit. If you do so, at the end of any of your movement phases, you can set up this unit on the battlefield more than 9" from any enemy units.

If this unit is on the battlefield at the end of your movement phase, you can remove it and say that it is hiding as a reserve unit. You can reveal it as described above at the end of any of your subsequent movement phases.

Any reserve units that are in hiding and not on the battlefield at the start of the fourth battle round are slain.

Perfect Mimicry: A Chameleon Skink lurking amidst dense terrain is nearly impossible to spot.
The cover modifier adds 3 to save rolls for attacks that target this unit, instead of 1.

Star-venom: The darts used by Chameleon Skinks are coated in deadly toxins.
If the unmodified hit roll for an attack made with a Dartpipe is 6, that attack inflicts 1 mortal wound on the target and the attack sequence ends (do not make a wound or save roll).

KEYWORDS
ORDER, SERAPHON, SKINK, CHAMELEON SKINKS


8"
4
4+
7
WARSCROLL

Kroxigor

Taller and bulkier than even the most hulking saurus, each Kroxigor is a monstrously strong crocodilian brute. They wade into battle alongside massed skink cohorts, crushing any who would threaten their diminutive cousins.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Drakebite Maul
Drakebite Maul2"44+3+-12
Moon Hammer
Moon Hammer2"See below4+3+-12
Vice-like Jaws
Vice-like Jaws1"14+3+-11
PITCHED BATTLE PROFILE

Unit Size: 3 - 12      Points: 140
Battlefield Role: None

DESCRIPTION

A unit of Kroxigor has any number of models, each armed with a Drakebite Maul and Vice-like Jaws. 1 in every 3 models in this unit can replace their Drakebite Maul with a Moon Hammer.

ABILITIES

Battle Synergy: Kroxigor fight all the harder in the presence of skinks.
Add 1 to hit rolls for attacks made by this unit while it is wholly within 6" of any SKINK units.

Jaws Like a Steel Trap: A Kroxigor in full battlefrenzy may clamp its massive teeth around its victim, shaking them back and forth like a rag doll to shatter bones and rip through flesh.
If the unmodified hit roll for an attack made with Vice-like Jaws is 6, that attack inflicts 1 mortal wound on the target in addition to any normal damage.

Sweeping Blows: A Kroxigor armed with a Moon Hammer swings its weapon in wide arcs, smashing aside a multitude of foes with each blow.
The Attacks characteristic of a Moon Hammer is equal to the number of enemy models within 2" of the attacking model when the number of attacks made with the weapon is determined.

KEYWORDS
ORDER, SERAPHON, KROXIGOR


8"
1
4+
5
WARSCROLL

Razordon Hunting Pack

A Razordon’s back and tail are covered in a thick layer of sharp spines that can be ejected with a muscular spasm. These qualities make the beasts adept at defending key sites, for they take bestial delight in pincushioning any who stray too close.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Volley of Spikes
Volley of Spikes18"2D63+4+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Spiked Tail
Spiked Tail1"33+3+-22
Celestite Goad
Celestite Goad1"14+5+-1
PITCHED BATTLE PROFILE

Unit Size: 4 - 12      Points: 80
Battlefield Role: None

DESCRIPTION

A Razordon Hunting Pack has any number of Skink Handler models, each armed with a Celestite Goad.

RAZORDONS: 1 in every 4 models in this unit must be a Razordon instead of a Skink Handler. A Razordon has a Wounds characteristic of 3 instead of 1 and is armed with a Volley of Spikes and Spiked Tail instead of a Celestite Goad.

ABILITIES

Instinctive Defence: Razordons are highly territorial beasts, quick to unleash a storm of barbed spines when threatened.
If there are any enemy units within 3" of this unit at the end of the charge phase, and no enemy units were within 3" of this unit at the start of that phase, each Razordon in this unit can make a shooting attack with its Volley of Spikes but the Attacks characteristic for that attack is D6 instead of 2D6.

Piercing Barbs: The volleys of spikes unleashed by a Razordon are especially dangerous at short range.
Improve the Rend characteristic by 1 for an attack made with a Volley of Spikes if the distance to the target is 6" or less.

KEYWORDS
ORDER, SERAPHON, SKINK, RAZORDON, HUNTING PACK


12"
3
5+
5
WARSCROLL

Ripperdactyl Riders

In a storm of snapping, razor-sharp fangs, Ripperdactyls descend to tear apart their prey. The bloodlust of these creatures can never be sated, for in their bestial hearts lurks an endless desire to kill.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Moonstone Warspear
Moonstone Warspear1"14+4+-1
Tearing Jaws
Tearing Jaws1"34+3+-1
PITCHED BATTLE PROFILE

Unit Size: 3 - 12      Points: 80
Battlefield Role: None

DESCRIPTION

A unit of Ripperdactyl Riders has any number of models, each armed with a Moonstone Warspear.

MOUNT: This unit’s Ripperdactyls attack with their Tearing Jaws.

FLY: This unit can fly.

RIPPERDACTYL RIDER ALPHA: 1 model in this unit can be a Ripperdactyl Rider Alpha. Add 1 to the Attacks characteristic of that model’s Moonstone Warspear.

BLOT TOAD: You receive 1 Blot Toad marker for each RIPPERDACTYL RIDERS unit in your army.

ABILITIES

Toad Rage: The mere scent of a Blot Toad sends Ripperdactyls into a frenzy. It is no coincidence that these diminutive creatures seem to materialise whenever the winged beasts are near.
At the start of the combat phase, you can set up 1 Blot Toad marker next to 1 enemy unit. If you do so, you can re-roll hit rolls for attacks made with Tearing Jaws by friendly RIPPERDACTYL units that are wholly within 6" of that enemy unit. At the end of the combat phase, remove the Blot Toad marker; it cannot be used again in that battle.

Designer’s Note: Blot Toads are not units; they are markers that are used to keep track of which enemy units this ability affects and how many times you can use this ability during a battle.

Voracious Appetite: Ripperdactyls have a constant urge to feed, even in the midst of battle.
If the unmodified hit roll for an attack made with Tearing Jaws is 6, that attack scores 2 hits on the target instead of 1. Make a wound and save roll for each hit.

KEYWORDS
ORDER, SERAPHON, SKINK, RIPPERDACTYL, RIPPERDACTYL RIDERS


8"
1
4+
5
WARSCROLL

Salamander Hunting Pack

One of the many predatory beasts bred for war by the Seraphon, Salamanders are capable of belching forth streams of deadly liquid flame. Those who manage to survive the fiery burst soon find themselves horrifically digested alive by the caustic juices.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Stream of Fire
Stream of Fire12"43+3+-2D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Burning Jaws
Burning Jaws1"33+3+-2D3
Celestite Goad
Celestite Goad1"14+5+-1
PITCHED BATTLE PROFILE

Unit Size: 4 - 12      Points: 110
Battlefield Role: None

DESCRIPTION

A Salamander Hunting Pack has any number of Skink Handler models, each armed with a Celestite Goad.

SALAMANDERS: 1 in every 4 models in this unit must be a Salamander instead of a Skink Handler. A Salamander has a Wounds characteristic of 3 instead of 1 and is armed with a Stream of Fire and Burning Jaws instead of a Celestite Goad.

ABILITIES

It Burns!: The corrosive liquid produced by a Salamander sticks to the target and eats through armour, flesh and bone.
If the unmodified hit roll for an attack made with a Stream of Fire or Burning Jaws is 6, that attack inflicts D3 mortal wounds on the target unit and the attack sequence ends (do not make a wound or save roll).

KEYWORDS
ORDER, SERAPHON, SKINK, SALAMANDER, HUNTING PACK


5"
2
4+
8
WARSCROLL

Saurus Guard

Patient and obstinate, Saurus Guard will not allow any harm to befall the Starmasters while even one of their number draws breath. Each will fight to the very last to defend their master, their polearms mercilessly hacking down the enemy.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Celestite Polearm
Celestite Polearm1"23+3+-11
Powerful Jaws
Powerful Jaws1"15+4+-1
PITCHED BATTLE PROFILE

Unit Size: 5 - 20      Points: 100
Battlefield Role: None
Notes: Battleline in Seraphon army

DESCRIPTION

A unit of Saurus Guard has any number of models, each armed with a Celestite Polearm and Powerful Jaws.

SAURUS GUARD ALPHA: 1 model in this unit can be a Saurus Guard Alpha. Add 1 to the Attacks characteristic of that model’s Celestite Polearm.

STARDRAKE ICON BEARER: 1 in every 5 models in this unit can be a Stardrake Icon Bearer. Subtract 1 from the Bravery characteristic of enemy units while they are within 6" of any friendly Stardrake Icon Bearers.

WARDRUMMER: 1 in every 5 models in this unit can be a Wardrummer. You can re-roll charge rolls for units that include any Wardrummers.

ABILITIES

Selfless Protectors: The Saurus Guard stand as a living shield between the slann and their foes.
Roll a dice before you allocate a wound or mortal wound to a friendly SLANN while it is within 3" of any friendly units with this ability. On a 2+, you must allocate that wound or mortal wound to a friendly unit with this ability that is within 3" of that SLANN, instead of to that SLANN.

KEYWORDS
ORDER, SERAPHON, SAURUS, SAURUS GUARD


8"
2
4+
8
WARSCROLL

Saurus Knights

Mounted on cunning predatory beasts known as Cold Ones, Saurus Knights are the shock cavalry of the Seraphon. Weapons blazing with celestial light, they crash into the enemy with terrible, savage force.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Celestite Blade
Celestite Blade1"23+3+-1
Celestite Warspear
Celestite Warspear1"24+3+-1
Powerful Jaws
Powerful Jaws1"15+4+-1
Snapping Jaws
Snapping Jaws1"23+4+-1
PITCHED BATTLE PROFILE

Unit Size: 5 - 20      Points: 100
Battlefield Role: None
Notes: Battleline in Seraphon army

DESCRIPTION

A unit of Saurus Knights has any number of models. The unit is armed with one of the following weapon options: Celestite Blade and Powerful Jaws; or Celestite Warspear and Powerful Jaws.

MOUNT: This unit’s Cold Ones attack with their Snapping Jaws.

SAURUS KNIGHT ALPHA: 1 model in this unit can be a Saurus Knight Alpha. Add 1 to the Attacks characteristic of that model’s Celestite Blade or Celestite Warspear.

STARDRAKE ICON BEARER: 1 in every 5 models in this unit can be a Stardrake Icon Bearer. Subtract 1 from the Bravery characteristic of enemy units while they are within 6" of any friendly Stardrake Icon Bearers.

WARDRUMMER: 1 in every 5 models in this unit can be a Wardrummer. You can re-roll charge rolls for units that include any Wardrummers.

ABILITIES

Celestite Warspear: A warspear is especially deadly when used by cavalry on the charge.
Add 1 to the Damage characteristic of this unit’s Celestite Warspears if this unit made a charge move in the same turn.

KEYWORDS
ORDER, SERAPHON, SAURUS, COLD ONE, SAURUS KNIGHTS


8"
1
6+
5
WARSCROLL

Skinks

The smallest of all Seraphon subspecies, skinks are swift and clever warriors. Though physically frail they are capable of covering ground with impressive speed, swarming as a scaly mass to unleash a storm of poison-tipped projectiles.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Meteoric Javelin
Meteoric Javelin8"15+4+-1
Boltspitter
Boltspitter16"15+5+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Celestite Dagger
Celestite Dagger1"15+5+-1
Moonstone Club
Moonstone Club1"14+4+-1
PITCHED BATTLE PROFILE

Unit Size: 10 - 40      Points: 60
Battlefield Role: None
Notes: Battleline in Seraphon army

DESCRIPTION

A unit of Skinks has any number of models. The unit is armed with one of the following weapon options: Meteoric Javelin, Celestite Dagger and Star-buckler; Boltspitter and Moonstone Club; Boltspitter, Celestite Dagger and Star-buckler; or Moonstone Club and Star-buckler.

SKINK ALPHA: 1 model in this unit can be a Skink Alpha. Add 1 to the Attacks characteristic of that model’s melee weapons.

ABILITIES

Swarming Cohort: Large cohorts of skinks can bring down the mightiest foes through sheer weight of numbers.
Add 1 to the Attacks characteristic of weapons used by this unit while it has 15 or more models.

Star-buckler: Some skinks carry bucklers as resilient as the scales of a Stardrake.
Add 1 to save rolls for attacks that target a unit armed with Star-bucklers.

KEYWORDS
ORDER, SERAPHON, SKINKS


16"
3
6+
5
WARSCROLL

Terradon Riders

Few creatures can hope to match a Terradon for speed. The skinks that ride them are gifted aerial warriors, directing their mounts to swoop low over the enemy lines before releasing the meteoric rocks that the beasts clasp in their powerful hind claws.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Starstrike Javelin
Starstrike Javelin12"24+3+-1
Sunleech Bolas
Sunleech Bolas6"D64+3+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Razor-sharp Jaws
Razor-sharp Jaws1"44+4+-1
PITCHED BATTLE PROFILE

Unit Size: 3 - 12      Points: 90
Battlefield Role: None

DESCRIPTION

A unit of Terradon Riders has any number of models. The unit is armed with one of the following weapon options: Starstrike Javelin; or Sunleech Bolas.

MOUNT: This unit’s Terradons attack with their Razor-sharp Jaws.

FLY: This unit can fly.

TERRADON RIDER ALPHA: 1 model in this unit can be a Terradon Rider Alpha. Add 1 to the Attacks characteristic of that model’s missile weapons.

ABILITIES

Deadly Cargo: Terradons carry heavy boulders hewn from meteoric rock and carved with sigils of destruction, ready to be dropped at a command from their riders.
Once per battle, after this unit finishes a move, you can pick 1 enemy unit and roll 1 dice for each model in this unit that passed across any models from that enemy unit. For each 4+, that enemy unit suffers D3 mortal wounds.

KEYWORDS
ORDER, SERAPHON, SKINK, TERRADON, TERRADON RIDERS


Artillery, Leader, Behemoth


12
4+
6
WARSCROLL

Engine of the Gods

Only in the most dire of circumstances will the Starmasters command an Engine of the Gods to be activated. Borne to battle atop a steadfast elder Stegadon, the power of these devices is unpredictable but often deadly to the enemies of the Seraphon.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Meteoric Javelins
Meteoric Javelins8"45+4+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Massive Horns
Massive Horns2"23+3+-1
Grinding Jaws
Grinding Jaws1"23+3+-12
Crushing Stomps
Crushing Stomps1"3+3+-12
DAMAGE
Wounds SufferedMoveMassive HornsCrushing Stomps
0-38"45
4-57"34
6-86"23
9-105"22
11+4"11
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 260
Battlefield Role: Artillery, Leader, Behemoth

DESCRIPTION

An Engine of the Gods is a single model.

SKINK PRIEST: An Engine of the Gods is commanded by a Skink Priest.

CREW: This model has a skink crew that attack with Meteoric Javelins. For rules purposes, the crew are treated in the same manner as a mount.

MOUNT: This model’s Stegadon attacks with its Massive Horns, Grinding Jaws and Crushing Stomps.

ABILITIES

Armoured Crest: A Stegadon will turn to face a foe head-on if it can, so that its thickly scaled crest can protect it from harm.
At the start of the combat phase, you can pick 1 enemy unit within 3" of this model and that has up to 5 models. If you do so, until the end of that phase, add 1 to save rolls for attacks made by that unit that target this model.

Cosmic Engine: The Engine of the Gods is an ancient device, so powerful that it is capable of disrupting the natural laws of the universe.
At the start of your shooting phase, you can make 1 cosmic engine roll for 1 model with this ability. Roll 2D6 and look up the roll on the table to the right. If there is a friendly SLANN within 12" of this model, you can choose to roll 3D6 instead of 2D6.

RollEffect
2-3The Engine of the Gods shakes violently as the universe resists its pull.
This model suffers D3 mortal wounds
4-8The 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). 
9-12Bolts 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
13-17A 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. 
18Time 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. 

Steadfast Majesty: Stegadons are almost fearless beasts, and their stubborn refusal to back down when faced by even the most fearsome foes inspires great courage in nearby skinks.
You can re-roll battleshock tests for friendly SKINK units while they are wholly within 18" of any friendly STEGADON units.

Unstoppable Stampede: Stegadons are nigh unstoppable as they crash through the midst of battle.
Roll 1 dice for each enemy unit that is within 1" of this model when this model finishes a charge move. On a 3+, that enemy unit suffers D3 mortal wounds.

KEYWORDS
ORDER, SERAPHON, SKINK, MONSTER, STEGADON, HERO, ENGINE OF THE GODS


Battleline


5"
1
4+
8
WARSCROLL

Saurus Warriors

Saurus Warriors are the brutal heart of the Seraphon armies. Bred solely for war, their cohorts advance across the battlefield in disciplined lockstep, unleashing their coldblooded savagery only when battle is joined.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Celestite Club
Celestite Club1"14+3+-11
Celestite Spear
Celestite Spear2"14+3+-1
Powerful Jaws
Powerful Jaws1"15+4+-1
PITCHED BATTLE PROFILE

Unit Size: 10 - 40      Points: 90/320
Battlefield Role: Battleline

DESCRIPTION

A unit of Saurus Warriors has any number of models. The unit is armed with one of the following weapon options: Celestite Club and Powerful Jaws; or Celestite Spear and Powerful Jaws.

SAURUS WARRIOR ALPHA: 1 model in this unit can be a Saurus Warrior Alpha. Add 1 to the Attacks characteristic of that model’s Celestite Club or Celestite Spear.

STARDRAKE ICON BEARER: 1 in every 5 models in this unit can be a Stardrake Icon Bearer. Subtract 1 from the Bravery characteristic of enemy units while they are within 6" of any friendly Stardrake Icon Bearers.

WARDRUMMER: 1 in every 5 models in this unit can be a Wardrummer. You can re-roll charge rolls for units that include any Wardrummers.

ABILITIES

Ordered Cohort: Saurus are even deadlier when fighting in organised ranks.
Add 1 to the Attacks characteristic of this unit’s Celestite Clubs or Celestite Spears while this unit has 15 or more models.

KEYWORDS
ORDER, SERAPHON, SAURUS, SAURUS WARRIORS


Leader


5"
7
4+
9
WARSCROLL

Lord Kroak

Despite his deathly state, Lord Kroak is the most powerful of all slann. The venerable Relic Priest appears unbidden when the Great Plan is most imperilled, the foes of the Seraphon laid to waste through an onslaught of arcane power.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Azyrite Force Barrier
Azyrite Force Barrier3"See below3+3+-11
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 320
Battlefield Role: Leader
Notes: Unique

DESCRIPTION

Lord Kroak is a named character that is a single model. He is armed an Azyrite Force Barrier.

FLY: Lord Kroak can fly.

ABILITIES

Arcane Vassal: A Slann Starmaster can channel the power of a spell through one of their followers.
When this model attempts to cast a spell, before making the casting roll, you can pick either 1 friendly SKINK WIZARD that is within 12" of this model or 1 friendly ORACLE anywhere on the battlefield. If you do so and the spell is successfully cast and not unbound, you must measure the range and visibility for the spell from that SKINK WIZARD or ORACLE.

Azyrite Force Barrier: Lord Kroak’s desiccated form is protected by a crackling energy field that blasts enemies who dare come close.
The Attacks characteristic of Azyrite Force Barrier is equal to the number of enemy models within 3" of the attacking model when the number of attacks made with the weapon is determined.

Dead for Innumerable Ages: Lord Kroak is no longer alive in the conventional sense; his ancient and withered form is preserved only by his indomitable spirit. As such, he is almost immune to all but the most devastating attacks.
Roll a dice each time you allocate a wound or mortal wound to this model. On a 4+, that wound or mortal wound is negated.

Impeccable Foresight: Lord Kroak casts his mind into the future, reading the threads of destiny as easily as a mortal would read a map.
At the start of your hero phase, roll 3 dice for this model. For each 4+, you receive 1 command point.

Masters of Order: The slann are among the greatest wizards in existence, and they shape the very stars with their magic.
Add 1 to casting, dispelling and unbinding rolls for this model. In addition, this model can attempt to unbind enemy spells that are cast anywhere on the battlefield and attempt to dispel endless spells anywhere on the battlefield.

MAGIC

Lord Kroak is a WIZARD. He can attempt to cast 4 spells in your own hero phase and attempt to unbind 4 spells in the enemy hero phase. He knows the Arcane Bolt, Mystic Shield, Celestial Deliverance and Comet’s Call spells.

Celestial Deliverance: Lord Kroak’s palanquin quivers with barely contained force before unleashing ruination on the enemies of the Seraphon.
The caster can attempt to cast this spell up to 3 times in the same hero phase. Celestial Deliverance has a casting value of 7 the first time it is attempted in a phase, a casting value of 8 the second time it is attempted in a phase, and a casting value of 9 the third time it is attempted in a phase.

Each time this spell is successfully cast, pick up to 3 different enemy units within 10" of the caster and visible to them, and roll 1 dice for each unit you pick. On a 2+, that unit suffers D3 mortal wounds. If that unit is a CHAOS DAEMON unit, on a 2+ it suffers 3 mortal wounds instead of D3 mortal wounds.

Comet’s Call: His consciousness soaring up to the heavens, the caster summons a cluster of comets before casting them into the enemy’s ranks.
Comet’s Call has a casting value of 7. If successfully cast, you can pick up to D3 different enemy units anywhere on the battlefield. Each of those units suffers D3 mortal wounds (roll separately for each). If the casting roll was 10+, pick up to D6 different enemy units instead of up to D3.

COMMAND ABILITIES

Gift from the Heavens: At a Starmaster’s command, his followers are wrapped in a mantle of Azyrite energy, allowing them to disregard the natural laws that govern the Mortal Realms.
You can use this command ability in your hero phase. If you do so, pick 1 friendly SERAPHON unit wholly within 18" of a friendly model with this command ability. Until your next hero phase, that unit can fly and you can add 1 to save rolls for attacks made with missile weapons that target that unit. You can only use this command ability once per hero phase.

KEYWORDS
ORDER, SERAPHON, SLANN, HERO, WIZARD, STARMASTER, LORD KROAK


12"
5
5+
6
WARSCROLL

Ripperdactyl Chief

Skink Chiefs who ride Ripperdactyls are fearsome, battle-scarred warriors that share much in common with their ferocious mounts. Under their direction, a pack of Ripperdactyls can unleash a truly hideous storm of violence.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Skyblade
Skyblade1"43+4+-11
Tearing Jaws
Tearing Jaws1"44+3+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 80
Battlefield Role: Leader

DESCRIPTION

A Ripperdactyl Chief is a single model armed with a Skyblade.

MOUNT: This model’s Ripperdactyl attacks with its Tearing Jaws.

FLY: This model can fly.

ABILITIES

Voracious Appetite: Ripperdactyls have a constant urge to feed, even in the midst of battle.
If the unmodified hit roll for an attack made with Tearing Jaws is 6, that attack scores 2 hits on the target instead of 1. Make a wound and save roll for each hit.

COMMAND ABILITIES

Ripperdactyl Assault: A Ripperdactyl Chief is as ferocious as his mount, their example inspiring any cohorts of Ripperdactyl Riders that are nearby to attack with unbridled fury.
You can this command ability at the start of the combat phase. If you do so, pick 1 friendly model with this command ability. Until the end of that phase, add 1 to the Attacks characteristic of melee weapons used by friendly RIPPERDACTYL units that are wholly within 18" of that model. The same unit cannot benefit from this command ability more than once per phase.

KEYWORDS
ORDER, SERAPHON, SKINK, RIPPERDACTYL, HERO, RIPPERDACTYL CHIEF


5"
6
4+
8
WARSCROLL

Saurus Astrolith Bearer

Inscribed with complex geometric and astrological symbols, an astrolith is a conduit for the power of Azyr. Those Seraphon in the presence of such an icon fight all the harder, empowered by the energies of the heavens radiating from the artefact.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Celestite Warpick
Celestite Warpick1"33+3+-11
Fearsome Jaws
Fearsome Jaws1"14+3+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 140
Battlefield Role: Leader

DESCRIPTION

A Saurus Astrolith Bearer is a single model armed with a Celestite Warpick and Fearsome Jaws.

ABILITIES

Celestial Conduit: An astrolith increases the flow of celestial magic in the vicinity.
Add 1 to casting rolls for friendly SERAPHON WIZARDS while they are within 12" of any models with this ability. In addition, add 6" to the range of any spells cast by friendly SERAPHON WIZARDS while they are within 12" of any models with this ability.

Revivifying Energies: The cosmic energies emanating from an astrolith protect nearby Seraphon, sealing the most grievous wounds in flashes of cerulean light.
Roll a dice each time you allocate a wound or mortal wound to a friendly SERAPHON unit wholly within 12" of any models with this ability. On a 6, that wound or mortal wound is negated.

KEYWORDS
ORDER, SERAPHON, SAURUS, HERO, TOTEM, ASTROLITH BEARER


5"
7
3+
8
WARSCROLL

Saurus Eternity Warden

Uncompromising guardians of the slann, Eternity Wardens are utterly committed to the defence of their masters. Selflessly they will place themselves in the path of the foe, weathering a storm of blows before responding with brutal violence.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Star-stone Mace (Celestite weapon)
Star-stone Mace (Celestite weapon)1"33+3+-1D3
Fearsome Jaws
Fearsome Jaws1"14+3+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 110
Battlefield Role: Leader

DESCRIPTION

A Saurus Eternity Warden is a single model armed with a Star-stone Mace and Fearsome Jaws.

ABILITIES

Cold Ferocity: Saurus heroes fight with a carefully controlled fury.
If the unmodified hit roll for an attack made with a Celestite weapon by this model is 6, that attack scores 2 hits on the target instead of 1. Make a wound and save roll for each hit.

Selfless Protectors: An Eternity Warden stands as a living shield between the slann and their foes.
Roll a dice before you allocate a wound or mortal wound to a friendly SLANN while it is within 3" of any friendly units with this ability. On a 2+, you must allocate that wound or mortal wound to a friendly unit with this ability that is within 3" of that SLANN, instead of to that SLANN.

COMMAND ABILITIES

Prime Guardian: Eternity Wardens use not only the weapons they hold in their hands to protect the slann, but also the cohorts of Saurus Guard who were created for that very purpose.
You can use this command ability in the combat phase. If you do so, pick 1 friendly SAURUS GUARD unit wholly within 18" of a friendly model with this command ability. Until the end of that phase, you can add 1 to hit rolls for attacks made by that unit. A unit cannot benefit from this command ability more than once per phase.

KEYWORDS
ORDER, SERAPHON, SAURUS, HERO, ETERNITY WARDEN


5"
7
3+
8
WARSCROLL

Saurus Oldblood

Veterans of centuries of fearsome bloodshed, Saurus Oldbloods are the greatest commanders of the Seraphon. Each directs their cohorts with an instinctive, savage precision, enacting the designs of the slann with faultless loyalty.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Celestite Maul
Celestite Maul1"34+3+-1D3
Celestite Warblade
Celestite Warblade1"53+3+-1
Celestite Warspear
Celestite Warspear2"43+3+-1
Celestite Greatblade
Celestite Greatblade1"34+3+-12
Fearsome Jaws
Fearsome Jaws1"14+3+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 110
Battlefield Role: Leader

DESCRIPTION

A Saurus Oldblood is a single model armed with Fearsome Jaws and one of the following weapon options: Celestite Maul; Celestite Warblade; Celestite Warspear; or Celestite Greatblade.

ABILITIES

Cold Ferocity: Saurus heroes fight with a carefully controlled fury.
If the unmodified hit roll for an attack made with a Celestite weapon by this model is 6, that attack scores 2 hits on the target instead of 1. Make a wound and save roll for each hit.

COMMAND ABILITIES

Wrath of the Seraphon: The Oldblood directs nearby saurus to unleash their savage instincts.
You can use this command ability in the combat phase. If you do so, pick 1 friendly SAURUS unit wholly within 18" of a friendly model with this command ability. Until the end of that phase, you can add 1 to hit rolls for attacks made by that unit. A unit cannot benefit from this command ability more than once per phase.

KEYWORDS
ORDER, SERAPHON, SAURUS, HERO, OLDBLOOD


8"
7
4+
8
WARSCROLL

Saurus Scar-Veteran on Cold One

Scar-Veterans are the lieutenants of the saurian hosts, each a proven battlefield commander and deadly warrior. They regularly take to the field astride predatory reptilian beasts, all the better to reach the thick of the fighting sooner.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Celestite Warpick
Celestite Warpick1"33+3+-11
Fearsome Jaws
Fearsome Jaws1"14+3+-1
Snapping Jaws
Snapping Jaws1"23+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 110
Battlefield Role: Leader

DESCRIPTION

A Saurus Scar-Veteran on Cold One is a single model armed with a Celestite Warpick and Fearsome Jaws.

MOUNT: This model’s Cold One attacks with its Snapping Jaws.

ABILITIES

Cold Ferocity: Saurus heroes fight with a carefully controlled fury.
If the unmodified hit roll for an attack made with a Celestite weapon by this model is 6, that attack scores 2 hits on the target instead of 1. Make a wound and save roll for each hit.

COMMAND ABILITIES

Saurian Savagery: The Scar-Veteran looses an ear-splitting roar that drives nearby saurus into a killing frenzy.
You can use this command ability in the combat phase. If you do so, pick 1 friendly SAURUS unit wholly within 18" of a friendly model with this command ability. Until the end of that phase, if the unmodified hit roll for an attack made with a melee weapon by that friendly SAURUS unit is 6, that attack scores 2 hits on the target instead of 1. Make a wound and save roll for each hit. A unit cannot benefit from this command ability more than once per phase.

KEYWORDS
ORDER, SERAPHON, SAURUS, COLD ONE, HERO, SCAR-VETERAN


5"
7
3+
8
WARSCROLL

Saurus Sunblood

Scarred and hulking champions of battle, Sunbloods are amongst the most deadly of all saurus. They lead their reptilian kin to smash through the weakest portion of an enemy line, their heavy maces rising and falling with merciless efficiency.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Celestite Warmace
Celestite Warmace1"63+3+-11
Fearsome Jaws
Fearsome Jaws1"14+3+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 130
Battlefield Role: Leader

DESCRIPTION

A Saurus Sunblood is a single model armed with a Celestite Warmace and Fearsome Jaws.

ABILITIES

Primal Rage: A Sunblood in full battle-rage is a true embodiment of the Seraphon’s savage fury.
If the unmodified hit roll for an attack made by this model is 6, that attack scores 2 hits on the target instead of 1. Make a wound and save roll for each hit. In addition, if the unmodified wound roll for an attack made by this model is 6, that attack inflicts 1 mortal wound on the target in addition to any normal damage.

COMMAND ABILITIES

Scent of Weakness: The Sunblood raises his warmace, points it at an enemy and lets loose a chilling predatory roar.
You can use this command ability in the combat phase. If you do so, pick 1 enemy unit within 12" of a friendly model with this command ability. Until the end of that phase, add 1 to wound rolls for attacks made by friendly SAURUS models that target that enemy unit. A unit cannot benefit from this command ability more than once per phase.

KEYWORDS
ORDER, SERAPHON, SAURUS, HERO, SUNBLOOD


8"
4
5+
6
WARSCROLL

Skink Priest

The priestly leaders of the skink communities do not shy away from fighting alongside their followers. Bearing relics of their lost creator-gods, these reptilian clerics passionately inspire their kin to fight all the harder.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Starbolt
Starbolt18"24+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Star-stone Staff
Star-stone Staff1"14+4+-11
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 70
Battlefield Role: Leader

DESCRIPTION

A Skink Priest is a single model armed with a Starbolt and Star-stone Staff.

ABILITIES

Star-stone Staff: A Skink Priest can use their Star-stone staff to fill their skink followers with a measure of Azyrite energy.
In your hero phase, you can pick 1 friendly SKINK unit wholly within 12" of this model and roll a dice. On a 3+, until your next hero phase, that unit can run and still shoot and/or charge in the same turn, and you can add 1 to save rolls for attacks that target that unit. A unit cannot benefit from this ability more than once per phase.

COMMAND ABILITIES

Herald of the Old Ones: The chirruped sermons and holy exhortations of a Skink Priest embolden their followers to fight all the harder.
You can use this command ability in your hero phase. If you do so, pick 1 friendly SKINK unit wholly within 18" of a friendly model with this command ability. Until your next hero phase, you can add 1 to hit rolls for attacks made by that unit. A unit cannot benefit from this command ability more than once per phase.

KEYWORDS
ORDER, SERAPHON, SKINK, HERO, PRIEST


8"
5
5+
6
WARSCROLL

Skink Starpriest

Blessed with great intelligence and a deep connection to Azyr, the Starpriests provide front-line magical support to the Seraphon in battle. Each is a talented wizard, able to unleash the scouring light of distant celestial bodies upon the foe.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Venombolt
Venombolt18"23+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Serpent Staff
Serpent Staff1"24+3+-11
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 120
Battlefield Role: Leader

DESCRIPTION

A Skink Starpriest is a single model armed with a Serpent Staff and Venombolt.

ABILITIES

Astral Herald: Through performing complex starrituals, these priests can divine – and therefore manipulate – the outcome of a battle.
At the start of your hero phase, roll a dice for this model. On a 5+, you receive 1 command point.

Serpent Staff: Channelling cosmic power through their twin-headed staff, a Starpriest coats their allies’ weapons in deadly venom.
In your hero phase, you can pick 1 friendly SERAPHON unit wholly within 12" of this model. If you do so, until your next hero phase, if the unmodified wound roll for an attack made by that unit is 6, that attack inflicts 1 mortal wound on the target in addition to any normal damage. A unit cannot benefit from this ability more than once per phase.

MAGIC

This model is a WIZARD. It can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Blazing Starlight spells.

Blazing Starlight: The Starpriest summons the blazing light of a distant celestial body.
Blazing Starlight has a casting value of 6. If successfully cast, pick 1 enemy unit within 18" of the caster and visible to them. Until your next hero phase, subtract 1 from hit rolls for attacks made by that unit.

KEYWORDS
ORDER, SERAPHON, SKINK, HERO, WIZARD, STARPRIEST


5"
5
5+
6
WARSCROLL

Skink Starseer

Greatest of all the skink priesthood, the Starseers are the most powerful wizards of a constellation after the slann themselves. Their celestial blessings allow them to gaze into the future, influencing the skeins of fate to their masters’ unknowable ends.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Astral Bolt
Astral Bolt18"23+3+-1D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Astromancer’s Staff
Astromancer’s Staff2"24+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 140
Battlefield Role: Leader

DESCRIPTION

A Skink Starseer is a single model armed with an Astromancer’s Staff and Astral Bolt.

FLY: This model can fly.

ABILITIES

Cosmic Herald: Through performing complex star-rituals, these priests can divine – and therefore manipulate – the outcome of a battle.
At the start of your hero phase, roll a dice for this model. On a 4+, you receive 1 command point.

Astromancer’s Staff: A Starseer’s staff contains the power to alter the flow of time.
At the start of your charge phase, you can pick 1 friendly SERAPHON unit wholly within 12" of this model. If you do so, in that phase you can attempt to charge with that unit if it is within 18" of the enemy instead of 12", and you roll 3D6 instead of 2D6 when making the charge roll.

MAGIC

This model is a WIZARD. It can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Control Fate spells.

Control Fate: This spell grants the caster a brief chance to influence the destiny of a friend or foe.
Control Fate has a casting value of 7. If successfully cast, pick 1 unit within 18" of the caster and visible to them. If that unit is an enemy unit, until your next hero phase, subtract 1 from save rolls for attacks that target that unit. If that unit is a friendly SERAPHON unit, until your next hero phase, add 1 to save rolls for attacks that target that unit.

KEYWORDS
ORDER, SERAPHON, SKINK, HERO, WIZARD, STARSEER


5"
7
4+
9
WARSCROLL

Slann Starmaster

Ancient beings created to serve the Old Ones, the Starmasters are amongst the greatest wizards in all the realms. The powers of the heavens are theirs to command, the energies of the stars wielded to annihilate their enemies.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Azure Lightning
Azure Lightning3"64+3+-11
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 260
Battlefield Role: Leader

DESCRIPTION

A Slann Starmaster is a single model armed with Azure Lightning.

FLY: This model can fly.

ABILITIES

Arcane Vassal: A Slann Starmaster can channel the power of a spell through one of their followers.
When this model attempts to cast a spell, before making the casting roll, you can pick either 1 friendly SKINK WIZARD that is within 12" of this model or 1 friendly ORACLE anywhere on the battlefield. If you do so and the spell is successfully cast and not unbound, you must measure the range and visibility for the spell from that SKINK WIZARD or ORACLE.

Foresight: The Starmaster casts his mind into the future, reading the threads of destiny as easily as a mortal would read a map.
At the start of your hero phase, roll 2 dice for this model. For each 4+, you receive 1 command point.

Masters of Order: The slann are among the greatest wizards in existence, and they shape the very stars with their magic.
Add 1 to casting, dispelling and unbinding rolls for this model. In addition, this model can attempt to unbind enemy spells that are cast anywhere on the battlefield and attempt to dispel endless spells anywhere on the battlefield.

MAGIC

This model is a WIZARD. It can attempt to cast 3 spells in your own hero phase and attempt to unbind 3 spells in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Comet’s Call spells.

Comet’s Call: His consciousness soaring up to the heavens, the caster summons a cluster of comets before casting them into the enemy’s ranks.
Comet’s Call has a casting value of 7. If successfully cast, you can pick up to D3 different enemy units anywhere on the battlefield. Each of those units suffers D3 mortal wounds (roll separately for each). If the casting roll was 10+, pick up to D6 different enemy units instead of up to D3.

COMMAND ABILITIES

Gift from the Heavens: At a Starmaster’s command, his followers are wrapped in a mantle of Azyrite energy, allowing them to disregard the natural laws that govern the Mortal Realms.
You can use this command ability in your hero phase. If you do so, pick 1 friendly SERAPHON unit wholly within 18" of a friendly model with this command ability. Until your next hero phase, that unit can fly and you can add 1 to save rolls for attacks made with missile weapons that target that unit. You can only use this command ability once per hero phase.

KEYWORDS
ORDER, SERAPHON, SLANN, HERO, WIZARD, STARMASTER


16"
5
6+
6
WARSCROLL

Terradon Chief

Known to their kin as ‘Masters of the Skies’, Skink Chiefs who ride Terradons are cunning warriors. They are adept at remaining beyond enemy retribution, directing their aerial cohorts to unleash their rocky barrage at precisely the right moment.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Skyblade
Skyblade1"33+4+-11
Razor-sharp Jaws
Razor-sharp Jaws1"44+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 70
Battlefield Role: Leader

DESCRIPTION

A Terradon Chief is a single model armed with a Skyblade.

MOUNT: This model’s Terradon attacks with its Razor-sharp Jaws.

FLY: This model can fly.

ABILITIES

Lead from on High: This wily chieftain directs their allies while flying high in the sky, only darting down for the briefest of moments to launch a strafing attack run.
Subtract 1 from hit rolls for attacks made with melee weapons by models that cannot fly that target this model.

COMMAND ABILITIES

Coordinated Attack: A Terradon Chief can direct his warriors so that they unleash their deadly cargo to maximum effect.
You can this command ability when a friendly TERRADON RIDERS unit uses its Deadly Cargo ability while it is wholly within 12" of a friendly model with this command ability. If you do so, the enemy unit suffers D3 mortal wounds for each 2+ instead of each 4+.

KEYWORDS
ORDER, SERAPHON, SKINK, TERRADON, HERO, TERRADON CHIEF


Leader, Behemoth


12
4+
8
WARSCROLL

Saurus Oldblood on Carnosaur

The mightiest Oldbloods can tame fearsome Carnosaurs, riding the terrifying beasts into battle. The howl of a Carnosaur can send even the bravest warrior fleeing, for the fury of these monstrous creatures is legendary.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Sunbolt Gauntlet
Sunbolt Gauntlet18"D63+4+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Sunstone Spear (Celestite weapon)
Sunstone Spear (Celestite weapon)2"33+3+-13
Clawed Forelimbs
Clawed Forelimbs2"23+-2
Massive Jaws
Massive Jaws2"34+3+-1
DAMAGE
Wounds SufferedMoveClawed ForelimbsMassive Jaws
0-210"3+5
3-49"4+4
5-78"4+3
8-97"5+2
10+6"5+1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 230
Battlefield Role: Leader, Behemoth

DESCRIPTION

A Saurus Oldblood on Carnosaur is a single model armed with a Sunbolt Gauntlet and Sunstone Spear.

MOUNT: This model’s Carnosaur attacks with its Clawed Forelimbs and Massive Jaws.

ABILITIES

Blazing Sunbolts: The searing bolts of energy unleashed by a sunbolt gauntlet are anathema to the daemons of the Dark Gods.
Add 1 to wound rolls for attacks made with a Sunbolt Gauntlet if the target is a CHAOS DAEMON unit.

Blood Frenzy: A Carnosaur that tastes flesh in the midst of battle becomes a rampaging force of destruction.
If any enemy models are slain by wounds inflicted by this model’s attacks, for the rest of the battle this model can run and still charge in the same turn.

Cold Ferocity: Saurus heroes fight with a carefully controlled fury.
If the unmodified hit roll for an attack made with a Celestite weapon by this model is 6, that attack scores 2 hits on the target instead of 1. Make a wound and save roll for each hit.

Pinned Down: Carnosaurs tackle prey by pinning them in place with their powerful forelimbs and then tearing into them with their massive jaws.
Add 1 to hit rolls for attacks made with Massive Jaws if the target has a Wounds characteristic of 7 or less.

Terror: This terrifying monstrosity strikes fear into the hearts of its foes.
Subtract 1 from the Bravery characteristic of enemy units while they are within 3" of any friendly units with this ability.

COMMAND ABILITIES

Wrath of the Seraphon: The Oldblood directs nearby saurus to unleash their savage instincts.
You can use this command ability in the combat phase. If you do so, pick 1 friendly SAURUS unit wholly within 18" of a friendly model with this command ability. Until the end of that phase, you can add 1 to hit rolls for attacks made by that unit. A unit cannot benefit from this command ability more than once per phase.

KEYWORDS
ORDER, SERAPHON, SAURUS, CARNOSAUR, MONSTER, HERO, OLDBLOOD


12
4+
8
WARSCROLL

Saurus Scar-Veteran on Carnosaur

Scar-Veterans who have earned the right to ride a Carnosaur into battle are amongst the most ferocious of all their ilk. Such is the combined power of saurus and warbeast that they are capable of collapsing an entire enemy flank by themselves.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Celestite Warblade
Celestite Warblade1"63+3+-1
Celestite Warspear
Celestite Warspear2"63+3+-1
Celestite Greatblade
Celestite Greatblade1"34+3+-12
Clawed Forelimbs
Clawed Forelimbs2"23+-2
Massive Jaws
Massive Jaws2"34+3+-1
DAMAGE
Wounds SufferedMoveClawed ForelimbsMassive Jaws
0-210"3+5
3-49"4+4
5-78"4+3
8-97"5+2
10+6"5+1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 210
Battlefield Role: Leader, Behemoth

DESCRIPTION

A Saurus Scar-Veteran on Carnosaur is a single model armed with one of the following weapon options: Celestite Warblade; Celestite Warspear; or Celestite Greatblade.

MOUNT: This model’s Carnosaur attacks with its Clawed Forelimbs and Massive Jaws.

ABILITIES

Blood Frenzy: A Carnosaur that tastes flesh in the midst of battle becomes a rampaging force of destruction.
If any enemy models are slain by wounds inflicted by this model’s attacks, for the rest of the battle this model can run and still charge in the same turn.

Celestite Warspear: A warspear is especially deadly when used by cavalry on the charge.
Add 1 to the Damage characteristic of this model’s Celestite Warspear if this model made a charge move in the same turn.

Cold Ferocity: Saurus heroes fight with a carefully controlled fury.
If the unmodified hit roll for an attack made with a Celestite weapon by this model is 6, that attack scores 2 hits on the target instead of 1. Make a wound and save roll for each hit.

Pinned Down: Carnosaurs tackle prey by pinning them in place with their powerful forelimbs and then tearing into them with their massive jaws.
Add 1 to hit rolls for attacks made with Massive Jaws if the target has a Wounds characteristic of 7 or less.

Terror: This terrifying monstrosity strikes fear into the hearts of its foes.
Subtract 1 from the Bravery characteristic of enemy units while they are within 3" of any friendly units with this ability.

COMMAND ABILITIES

Saurian Savagery: The Scar-Veteran looses an ear-splitting roar that drives nearby saurus into a killing frenzy.
You can use this command ability in the combat phase. If you do so, pick 1 friendly SAURUS unit wholly within 18" of a friendly model with this command ability. Until the end of that phase, if the unmodified hit roll for an attack made with a melee weapon by that friendly SAURUS unit is 6, that attack scores 2 hits on the target instead of 1. Make a wound and save roll for each hit. A unit cannot benefit from this command ability more than once per phase.

KEYWORDS
ORDER, SERAPHON, SAURUS, CARNOSAUR, MONSTER, HERO, SCAR-VETERAN


12
4+
6
WARSCROLL

Skink Oracle on Troglodon

Conduits of celestial magic, the Oracles are blessed with a portion of the slann’s magical might. They are the only skinks capable of taming the foul Troglodons, directing the loathsome beasts to slake their hunger on the enemies of the Seraphon.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Noxious Spittle
Noxious SpittleD33+3+-2
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Divining Rod
Divining Rod1"24+4+-1D3
Clawed Forelimbs
Clawed Forelimbs2"24+3+-2
Venomous Jaws
Venomous Jaws2"34+-2
DAMAGE
Wounds SufferedMoveNoxious SpittleVenomous Jaws
0-210"18"2+
3-49"15"3+
5-78"12"3+
8-97"9"4+
10+6"6"5+
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 220
Battlefield Role: Leader, Behemoth

DESCRIPTION

A Skink Oracle on Troglodon is a single model armed with a Divining Rod.

MOUNT: This model’s Troglodon attacks with its Noxious Spittle, Venomous Jaws and Clawed Forelimbs.

ABILITIES

Drawn to the Screams: Troglodons are drawn to the screams elicited by wounds inflicted by their noxious spittle.
If any wounds inflicted by this model’s Noxious Spittle are allocated to an enemy model and not negated, until the end of the turn, you can re-roll charge rolls for this model.

Oracle of the Slann: An Oracle can draw upon some of the power of their slann master no matter how far away they may be.
Add 1 to casting, dispelling and unbinding rolls for this model. In addition, this model can attempt to unbind spells that are cast anywhere on the battlefield and attempt to dispel endless spells anywhere on the battlefield.

Regeneration: Troglodons are able to regrow injured flesh almost as soon as they are harmed.
In your hero phase, you can roll a dice for this model. If you do so, on a 2+, heal up to D3 wounds allocated to this model.

Terror: This terrifying monstrosity strikes fear into the hearts of its foes.
Subtract 1 from the Bravery characteristic of enemy units while they are within 3" of any friendly units with this ability.

Venomous Spittle: The venom that drips from a Troglodon’s jaws is extremely toxic and highly corrosive.
If the unmodified wound roll for an attack made with this model’s Noxious Spittle or Venomous Jaws is 6, that attack inflicts 1 mortal wound on the target in addition to any normal damage.

MAGIC

This model is a WIZARD. It can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase. This model knows the Arcane Bolt, Mystic Shield and Comet’s Call spells.

Comet’s Call: His consciousness soaring up to the heavens, the caster summons a cluster of comets before casting them into the enemy’s ranks.
Comet’s Call has a casting value of 7. If successfully cast, you can pick up to D3 different enemy units anywhere on the battlefield. Each of those units suffers D3 mortal wounds (roll separately for each). If the casting roll was 10+, pick up to D6 different enemy units instead of up to D3.

KEYWORDS
ORDER, SERAPHON, SKINK, TROGLODON, MONSTER, HERO, WIZARD, ORACLE


10
4+
5
WARSCROLL

Stegadon with Skink Chief

A charging Stegadon is nothing less than a living battering ram. Its skink riders wield all manner of deadly weapons, while the crushing bulk and sharpened horns of the Stegadon can smash aside even the most determined defenders.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Meteoric Javelins
Meteoric Javelins8"45+4+-1
Skystreak Bow
Skystreak Bow24"33+3+-13
Sunfire Throwers
Sunfire Throwers8"1
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Meteoric Warspear
Meteoric Warspear1"33+3+-11
Massive Horns
Massive Horns2"23+3+-1
Grinding Jaws
Grinding Jaws1"23+3+-12
Crushing Stomps
Crushing Stomps1"3+3+-12
DAMAGE
Wounds SufferedMoveMassive HornsCrushing Stomps
0-28"45
3-47"34
5-66"23
7-85"22
9+4"11
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 250
Battlefield Role: Leader, Behemoth

DESCRIPTION

A Stegadon with Skink Chief is a single model armed with Massive Horns, Grinding Jaws and Crushing Stomps.

CREW: This model has a skink crew that attack with Meteoric Javelins and one of the following weapon options: Skystreak Bow; or Sunfire Throwers. For rules purposes, the crew are treated in the same manner as a mount.

MOUNT: The Stegadon treated as Skink Chief’s mount.

SKINK CHIEF: This model includes 1 Skink Chief armed with a Meteoric Warspear. Any command traits or artefacts of power this model has only affect attacks made by the Skink Chief.

ABILITIES

Armoured Crest: A Stegadon will turn to face a foe head-on if it can, so that its thickly scaled crest can protect it from harm.
At the start of the combat phase, you can pick 1 enemy unit within 3" of this model and that has up to 5 models. If you do so, until the end of that phase, add 1 to save rolls for attacks made by that unit that target this model.

Gout of Sunfire: Sunfire throwers unleash great roiling clouds of cosmic flame.
Do not use the attack sequence for an attack made with Sunfire Throwers. Instead, roll a number of dice equal to the number of models from the target unit within 8" of the attacking model. For each 5+, the target unit suffers 1 mortal wound.

Steadfast Majesty: Stegadons are almost fearless beasts, and their stubborn refusal to back down when faced by even the most fearsome foes inspires great courage in nearby skinks.
You can re-roll battleshock tests for friendly SKINK units while they are wholly within 18" of any friendly STEGADON units.

Unstoppable Stampede: Stegadons are nigh unstoppable as they crash through the midst of battle.
Roll 1 dice for each enemy unit that is within 1" of this model when this model finishes a charge move. On a 3+, that enemy unit suffers D3 mortal wounds.

COMMAND ABILITIES

Coordinated Strike: A Skink Chief mounted on a Stegadon is in the perfect position to direct the efforts of those skink warriors and warbeast handlers that are nearby, amplifying their destructive power.
You can this command ability at the start of the combat phase. If you do so, pick 1 friendly SKINK unit wholly within 24" of a friendly STEGADON HERO with this command ability. Until the end of that phase, add 1 to the Attacks characteristic of melee weapons used by that SKINK unit. A unit cannot benefit from this command ability more than once per phase.

KEYWORDS
ORDER, SERAPHON, SKINK, HERO, MONSTER, STEGADON


Behemoth


5"
10
6
WARSCROLL

Bastiladon

With scales thicker than the hull of a Steam Tank, a Bastiladon is nearly impervious to attack. They lumber forth heedless of even the mightiest blows, the skinks that ride upon their armoured shells operating deadly relics of the Old Ones.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Solar Engine
Solar Engine24"4+3+-12
Meteoric Javelins
Meteoric Javelins8"45+4+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Ark of Sotek
Ark of Sotek3"4+6+-1
Bludgeoning Tail
Bludgeoning Tail2"33+3+-1D3
DAMAGE
Wounds SufferedMoveSolar EngineArk of Sotek
0-21+918
3-42+815
5-63+712
7-84+69
9+4+56
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 220
Battlefield Role: Behemoth

DESCRIPTION

A Bastiladon is a single model armed with a Bludgeoning Tail, Meteoric Javelins and one of the following weapon options: Ark of Sotek; or Solar Engine.

ABILITIES

Light of the Heavens: The light of a Solar Engine is utterly lethal to the minions of Chaos.
Add 1 to the damage inflicted by each successful attack made with a Solar Engine that targets a CHAOS DAEMON unit.

Tide of Snakes: So numerous are the snakes unleashed by an Ark of Sotek that it is almost inevitable some will find their way past the foe’s defences to deliver a lethal venomous bite.
If the unmodified hit roll for an attack made with an Ark of Sotek is 6, that attack inflicts 1 mortal wound on the target and the attack sequence ends (do not make a wound or save roll).

KEYWORDS
ORDER, SERAPHON, SKINK, MONSTER, BASTILADON


10
4+
5
WARSCROLL

Stegadon

A charging Stegadon is nothing less than a living battering ram. Its skink riders wield all manner of deadly weapons, while the crushing bulk and sharpened horns of the Stegadon can smash aside even the most determined defenders.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Meteoric Javelins
Meteoric Javelins8"45+4+-1
Skystreak Bow
Skystreak Bow24"33+3+-13
Sunfire Throwers
Sunfire Throwers8"1
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Massive Horns
Massive Horns2"23+3+-1
Grinding Jaws
Grinding Jaws1"23+3+-12
Crushing Stomps
Crushing Stomps1"3+3+-12
DAMAGE
Wounds SufferedMoveMassive HornsCrushing Stomps
0-28"45
3-47"34
5-66"23
7-85"22
9+4"11
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 240
Battlefield Role: Behemoth
Notes: Battleline if THUNDER LIZARD

DESCRIPTION

A Stegadon is a single model armed with Massive Horns, Grinding Jaws and Crushing Stomps.

CREW: This model has a skink crew that attack with Meteoric Javelins and one of the following weapon options: Skystreak Bow; or Sunfire Throwers. For rules purposes, the crew are treated in the same manner as a mount.

ABILITIES

Armoured Crest: A Stegadon will turn to face a foe head-on if it can, so that its thickly scaled crest can protect it from harm.
At the start of the combat phase, you can pick 1 enemy unit within 3" of this model and that has up to 5 models. If you do so, until the end of that phase, add 1 to save rolls for attacks made by that unit that target this model.

Gout of Sunfire: Sunfire throwers unleash great roiling clouds of cosmic flame.
Do not use the attack sequence for an attack made with Sunfire Throwers. Instead, roll a number of dice equal to the number of models from the target unit within 8" of the attacking model. For each 5+, the target unit suffers 1 mortal wound.

Steadfast Majesty: Stegadons are almost fearless beasts, and their stubborn refusal to back down when faced by even the most fearsome foes inspires great courage in nearby skinks.
You can re-roll battleshock tests for friendly SKINK units while they are wholly within 18" of any friendly STEGADON units.

Unstoppable Stampede: Stegadons are nigh unstoppable as they crash through the midst of battle.
Roll 1 dice for each enemy unit that is within 1" of this model when this model finishes a charge move. On a 3+, that enemy unit suffers D3 mortal wounds.

KEYWORDS
ORDER, SERAPHON, SKINK, MONSTER, STEGADON


14
3+
10
WARSCROLL

Carmine Dragon

The Carmine Dragon is a creature saturated with the arcane power of Shyish, its claws and fangs rippling with amethyst magic. With every roar, it unleashes deadly blasts of dark energy that strip its terrified victims of their souls.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Soul-sheering Blast
Soul-sheering Blast12"
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Raking Claws
Raking Claws2"4+3+-22
Amethyst Fangs
Amethyst Fangs3"33+-2D6
DAMAGE
Wounds SufferedMoveRaking ClawsAmethyst Fangs
0-316"82+
4-614"73+
7-911"64+
10-129"55+
13+6"46+
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 440
Battlefield Role: Behemoth

DESCRIPTION

A Carmine Dragon is a single model armed with Raking Claws, Amethyst Fangs and a Soul-sheering Blast.

FLY: This model can fly.

ABILITIES

Deathly Dark Scales: The Carmine Dragon’s hide is nigh-on impenetrable to all but the strongest of blows.
Roll a dice each time you allocate a mortal wound to this unit. On a 5+, that mortal wound is negated.

Soul-sheering Blast: Gouts of amethyst flame erupt from the Carmine Dragon’s open maw, sheering souls from their mortal forms and leaving bodies rendered to nothing more than a purpleglowing pile of ash.
Do not use the attack sequence for an attack made with a Soul-sheering Blast. Instead roll a dice. On a 5+, the target unit suffers D6 mortal wounds.

Spell Devourer: With the amethyst energies of the Realm of Endings coalescing through its body, the Carmine Dragon can force a magical effect to die off with a single pulse of thought.
Each time this model is affected by a spell or endless spell, you can roll a dice. If you do so, on a 4+, ignore the effects of that spell on this model.

KEYWORDS
ORDER, DRAGON, MONSTER, CARMINE DRAGON


35
4+
8
WARSCROLL

Dread Saurian

Considered by the Seraphon to be living icons of the Old Ones, Dread Saurians are savage leviathans unleashed only as weapons of last resort. Their capacity for primal violence, not to mention their heart-stopping roar, has sent entire enemy armies into retreat.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Gargantuan Jaws
Gargantuan Jaws2"34+3+-2
Raking Claws
Raking Claws2"63+-12
Armoured Tail
Armoured Tail2"14+3+-1D6
DAMAGE
Wounds SufferedMoveGargantuan JawsRaking Claws
0-1210"62+
13-189"53+
19-248"43+
25-307"34+
31+6"25+
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 510
Battlefield Role: Behemoth

DESCRIPTION

A Dread Saurian is a single model armed with Gargantuan Jaws, Raking Claws and an Armoured Tail.

ABILITIES

Arcane Glyphs: Dread Saurians go to war clad in techno-arcane glyph-plates through which a slann can channel power to ward off enemy sorceries.
Each time this model is affected by a spell or endless spell, you can roll a dice. If you do so, on a 6+, ignore the effects of that spell or endless spell on this model. Add 2 to the roll if this model is within 12" of a friendly SLANN.

Obliterating Charge: A Dread Saurian’s sheer scaled mass is a potent weapon in its own right.
After this model makes a charge move, roll a dice for each enemy unit within 1" of this model. On a 2+, that unit suffers D3 mortal wounds if it is a MONSTER or D6 mortal wounds if it is not a MONSTER.

Death Throes: Even a mortally wounded Dread Saurian cannot be discounted, for it will lash out violently before meeting its end.
If this model is slain, before removing it from the battlefield, roll a dice for each enemy unit within 3" of it that is not a MONSTER. On a 4+, that unit suffers D3 mortal wounds.

Terror: This horrific monstrosity strikes fear deep into the hearts of its enemies.
Subtract 1 from the Bravery characteristic of enemy units if they are within 3" of any friendly units with this ability.

Roar of Ruin: The deafening roar of a Dread Saurian can drive even the most stout-hearted warriors into panicked flight.
Once per battle at the start of the battleshock phase, you can say this model will use its Roar of Ruin. If you do so, halve the Bravery characteristic of enemy units (rounding up) that are within 12" of this model until the end of that phase.

Designer’s Note: If a unit is affected by both the Roar of Ruin and Terror abilities, its Bravery characteristic is first halved (rounding up), and then 1 is subtracted from it.

KEYWORDS
ORDER, SERAPHON, MONSTER, TOTEM, DREAD SAURIAN


Warscroll Battalion


Warscroll Battalion

Eternal Starhost

In 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.
ORGANISATION
 • 1 SLANN, Skink Starseer or Skink Oracle on Troglodon
 • 1 Eternity Warden
 • 3 Saurus Guard units
 • 2+ Sunclaw Starhosts
 • 1+ Firelance Starhosts
 • 2+ Shadowstrike Starhosts
 • 1+ Thunderquake Starhosts
This battalion can only be included in a Starborne army.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 200
Battlefield Role: Warscroll Battalion

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-host

The 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.
ORGANISATION
 • 1 SLANN, Skink Starseer or Skink Oracle on Troglodon
 • 1 Eternity Warden
 • 3 Saurus Guard units
 • 2+ Sunclaw Temple-hosts
 • 1+ Firelance Temple-hosts
 • 2+ Shadowstrike Temple-hosts
 • 1+ Thunderquake Temple-hosts
This battalion can only be included in a Coalesced army.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 180
Battlefield Role: Warscroll Battalion

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

ORGANISATION
 • 1 SCAR-VETERAN
 • 3 Saurus Knights units
This battalion can only be included in a Starborne army.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 160
Battlefield Role: Warscroll Battalion

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

ORGANISATION
 • 1 SCAR-VETERAN
 • 3 Saurus Knights units
This battalion can only be included in a Coalesced army.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 160
Battlefield Role: Warscroll Battalion

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

ORGANISATION
 • 1 Skink Starpriest or Skink Priest
 • 2 units of Skinks or Chameleon Skinks in any combination
 • 1 unit of Terradon Riders or Ripperdactyl Riders
This battalion can only be included in a Starborne army.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 170
Battlefield Role: Warscroll Battalion

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

ORGANISATION
 • 1 Skink Starpriest or Skink Priest
 • 2 units of Skinks or Chameleon Skinks in any combination
 • 1 unit of Terradon Riders or Ripperdactyl Riders
This battalion can only be included in a Coalesced army.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 150
Battlefield Role: Warscroll Battalion

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

ORGANISATION
 • 1 Saurus Oldblood or Saurus Sunblood
 • 3 Saurus Warriors units
This battalion can only be included in a Starborne army.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 160
Battlefield Role: Warscroll Battalion

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

ORGANISATION
 • 1 Saurus Oldblood or Saurus Sunblood
 • 3 Saurus Warriors units
This battalion can only be included in a Coalesced army.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 140
Battlefield Role: Warscroll Battalion

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

ORGANISATION
 • 1 Engine of the Gods or Stegadon with Skink Chief
 • 2 Bastiladons or Stegadons in any combination
 • 1 Kroxigor unit or HUNTING PACK
This battalion can only be included in a Starborne army.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 130
Battlefield Role: Warscroll Battalion

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

ORGANISATION
 • 1 Engine of the Gods or Stegadon with Skink Chief
 • 2 Bastiladons or Stegadons in any combination
 • 1 Kroxigor unit or HUNTING PACK
This battalion can only be included in a Coalesced army.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 150
Battlefield Role: Warscroll Battalion

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


Endless Spell

Bound Aethervoid Pendulum

Sweeping 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.
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 60
Battlefield Role: Endless Spell

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.

KEYWORDS
ENDLESS SPELL, BOUND, AETHERVOID PENDULUM


Endless Spell

Bound Balewind Vortex

A 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.
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 50
Battlefield Role: Endless Spell

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.

KEYWORDS
ENDLESS SPELL, BOUND, BALEWIND VORTEX


Endless Spell

Bound Burning Head

Formed 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.
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 40
Battlefield Role: Endless Spell

DESCRIPTION

A Bound Burning Head is a single model.

PREDATORY: A Bound Burning Head is a predatory endless spell. It can move up to 9" and can fly.

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.

KEYWORDS
ENDLESS SPELL, BOUND, BURNING HEAD


Endless Spell

Bound Chronomantic Cogs

Like 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.
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 90
Battlefield Role: Endless Spell

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.

KEYWORDS
ENDLESS SPELL, BOUND, CHRONOMANTIC COGS


Endless Spell

Bound Emerald Lifeswarm

Imbued 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.
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 60
Battlefield Role: Endless Spell

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.

KEYWORDS
ENDLESS SPELL, BOUND, EMERALD LIFESWARM


Endless Spell

Bound Geminids of Uhl-Gysh

Drawn 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.
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 70
Battlefield Role: Endless Spell

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.

Tendrils of Shadow and Light: Where the Shadow Geminid leaves behind a noxious dark mist populated by illusions, the Light Geminid radiates incinerating light and bestows mind-destroying truths.
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).

KEYWORDS
ENDLESS SPELL, BOUND, GEMINIDS OF UHL-GYSH


Endless Spell

Bound Malevolent Maelstrom

A 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.
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 20
Battlefield Role: Endless Spell

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.

KEYWORDS
ENDLESS SPELL, BOUND, MALEVOLENT MAELSTROM


Endless Spell

Bound Prismatic Palisade

The 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.
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 40
Battlefield Role: Endless Spell

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.

KEYWORDS
ENDLESS SPELL, BOUND, PRISMATIC PALISADE


Endless Spell

Bound Purple Sun of Shyish

No 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.
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 60
Battlefield Role: Endless Spell

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.

KEYWORDS
ENDLESS SPELL, BOUND, PURPLE SUN OF SHYISH


Endless Spell

Bound Quicksilver Swords

Borne 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.
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 40
Battlefield Role: Endless Spell

DESCRIPTION

Bound Quicksilver Swords is a single model.

PREDATORY: Bound Quicksilver Swords is a predatory endless spell. It can move up to 8" and can fly.

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.

KEYWORDS
ENDLESS SPELL, BOUND, QUICKSILVER SWORDS


Endless Spell

Bound Ravenak’s Gnashing Jaws

Savage, 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.
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 40
Battlefield Role: Endless Spell

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.

KEYWORDS
ENDLESS SPELL, BOUND, RAVENAK’S GNASHING JAWS


Endless Spell

Bound Soulsnare Shackles

Decrepit 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.
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 50
Battlefield Role: Endless Spell

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.

KEYWORDS
ENDLESS SPELL, BOUND, SOULSNARE SHACKLES


Endless Spell

Bound Suffocating Gravetide

The 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.
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 30
Battlefield Role: Endless Spell

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.

KEYWORDS
ENDLESS SPELL, BOUND, SUFFOCATING GRAVETIDE


Endless Spell

Bound Umbral Spellportal

Comprising 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.
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 80
Battlefield Role: Endless Spell

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.

KEYWORDS
ENDLESS SPELL, BOUND, UMBRAL SPELLPORTAL


Scenery


Scenery

Realmshaper Engine

There 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.
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 0
Battlefield Role: Scenery

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.

DESCRIPTION

A Realmshaper Engine is a single terrain feature. It is an obstacle.

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.

KEYWORDS
SCENERY, REALMSHAPER ENGINE
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.
Cover
Add 1 to save rolls for a unit if all of its models are wholly on or within a terrain feature when the rolls are made. This modifier does not apply in the combat phase if the unit you are making save rolls for made a charge move in the same turn, and never applies to units containing models with the MONSTER or WAR MACHINE keyword that have a Wounds characteristic of 8 or more.
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.
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 SKINK keyword is used in following Seraphon warscrolls:

The SKINK keyword is used in following Seraphon warscrolls:

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.

The HUNTING PACK keyword is used in following Seraphon warscrolls:

None
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.

The RIPPERDACTYL RIDERS keyword is used in following Seraphon warscrolls:

None

The RIPPERDACTYL keyword is used in following Seraphon warscrolls:

None
Leader

The RIPPERDACTYL keyword is used in following Seraphon warscrolls:

None
Leader
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.

The SLANN keyword is used in following Seraphon warscrolls:

Leader

The SAURUS keyword is used in following Seraphon warscrolls:

None
Battleline
Leader
Leader, Behemoth

The COLD ONE keyword is used in following Seraphon warscrolls:

None
Leader

The SKINKS keyword is used in following Seraphon warscrolls:

Missile Weapons
In order to attack with a missile weapon, the model using the weapon must be in range of the target unit (i.e. within the maximum distance, in inches, of the Range listed for the weapon making the attack), and the target unit must be visible to the model with the weapon (if unsure, stoop down and look from behind the shooting model to see if a model from the target unit is visible). For the purposes of determining visibility, a model can see through other models in its unit.

Some missile weapons have a Range characteristic with a minimum range, for example 6"-48". Such weapons cannot attack units that are wholly within the shorter range.

The TERRADON keyword is used in following Seraphon warscrolls:

None
Leader
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.
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.
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.

The STEGADON keyword is used in following Seraphon warscrolls:

Artillery, Leader, Behemoth
Leader, Behemoth
Behemoth

The MONSTER keyword is used in following Seraphon warscrolls:

Artillery, Leader, Behemoth
Leader, Behemoth
Behemoth

The STEGADON keyword is used in following Seraphon warscrolls:

Artillery, Leader, Behemoth
Leader, Behemoth
Behemoth
Named Characters
Named characters such as Nagash, Archaon and Alarielle are singular and mighty warriors, with their own personalities and artefacts of power. As such, these models cannot have a command trait or artefact of power.
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.

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

Leader
Leader, Behemoth

The ORACLE keyword is used in following Seraphon warscrolls:

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.
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.
Arcane Bolt
Arcane Bolt has a casting value of 5. If successfully cast, pick an enemy unit within 18" of the caster that is visible to them. That unit suffers 1 mortal wound. If the casting roll was 10 or more, the unit suffers D3 mortal wounds instead.
Mystic Shield
Mystic Shield has a casting value of 6. If successfully cast, pick a friendly unit within 18" of the caster that is visible to them. Re-roll save rolls of 1 for that unit until your next hero phase.

The SLANN keyword is used in following Seraphon warscrolls:

Leader

The WIZARD keyword is used in following Seraphon warscrolls:

Leader
Leader, Behemoth

The STARMASTER keyword is used in following Seraphon warscrolls:

Leader
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.

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

Leader
Leader, Behemoth

The TOTEM keyword is used in following Seraphon warscrolls:

Leader
Behemoth

The SAURUS GUARD keyword is used in following Seraphon warscrolls:

None

The SAURUS keyword is used in following Seraphon warscrolls:

None
Battleline
Leader
Leader, Behemoth

The OLDBLOOD keyword is used in following Seraphon warscrolls:

Leader
Leader, Behemoth

The SCAR-VETERAN keyword is used in following Seraphon warscrolls:

Leader
Leader, Behemoth
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.

The TERRADON RIDERS keyword is used in following Seraphon warscrolls:

None

The CARNOSAUR keyword is used in following Seraphon warscrolls:

Leader, Behemoth
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.
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.

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

Artillery, Leader, Behemoth
Leader, Behemoth

The STARSEER keyword is used in following Seraphon warscrolls:

Leader

The SCAR-VETERAN keyword is used in following Seraphon warscrolls:

Leader
Leader, Behemoth

The STARPRIEST keyword is used in following Seraphon warscrolls:

Leader

The PRIEST keyword is used in following Seraphon warscrolls:

Leader

The HUNTING PACK keyword is used in following Seraphon warscrolls:

None

The REALMSHAPER ENGINE keyword is used in following Seraphon warscrolls:

Scenery
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.
Obstacles
Some terrain features are obstacles that block attacks to targets that lie beyond them. When this is the case, it will be noted on the warscroll for the terrain feature.

When a missile weapon targets an enemy unit that has all of its models within 1" of an obstacle, then the target unit receives the benefit of cover if the attacking model is closer to the obstacle than it is to the target unit.

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

Leader
Army List
Warscrolls collated
© Vyacheslav Maltsev 2013-2020