The Seraphon are the implacable turning of the cosmos personified. No mercy lies in their hearts – only a chillingly single-minded dedication to their goal. They are an enigmatic force in the Mortal Realms, an ancient race from beyond the stars born from an amalgam of celestial power, alien technology and a core of pure savagery.This page contains all of the rules you need to field your Seraphon miniatures on the battlefields of the Mortal Realms, from a host of exciting allegiance abilities to a range of warscrolls and warscroll battalions. The rules are split into the following sections.
|Battlescroll: Tactics of Andtor|
|Battlescroll: Tactics of Andtor||Rulebook||3||September 2023|
|Battlescroll: Andtor||Rulebook||3||August 2023|
|Regiments of Renown|
|Regiments of Renown||Warscroll||3||July 2023|
|Dawnbringers Book I: Harbingers|
|Dawnbringers Book I: Harbingers||Expansion||3||June 2023|
|Broken Realms: Be’lakor|
|Broken Realms: Be’lakor||Expansion||2||July 2022|
|Compendium: Monstrous Arcanum|
|Compendium: Monstrous Arcanum||Expansion||3||August 2021|
|Warhammer Legends: Monstrous Arcanum|
|Warhammer Legends: Monstrous Arcanum||Expansion||3||August 2021|
|Q:||When determining how many dice to roll for the Saurus Scar-Veteran on Carnosaur’s Maim and Tear ability, do I roll 1 dice for each wound that has been allocated to that enemy unit during the battle or 1 dice for each wound currently allocated to that unit?|
Roll 1 dice for each wound currently allocated to that unit.
|Q:||Are the ‘Jaws’ abilities of various units (such as the Saurus Jaws, Vice-like Jaws and Mighty Saurus Jaws) used before or after wounds are allocated by their combat attacks and slain models are removed from play?|
|Q:||If the spell Primordial Mire is cast (see Skink Oracle on Troglodon), are units that were not within 3" of the objective or terrain feature picked when the spell was cast, but later move to be within 3" of that objective or terrain feature, affected by the spell’s effects?|
No. When the spell is cast, units within 3" of the objective or terrain feature that was picked are affected by the spell for its duration. No other units are affected by the spell. Note that affected units are affected for the spell’s duration even if they move more than 3" away from the objective or terrain feature that was picked.
The Starborne of different constellations exhibit traits unique to the warriors of their fleet.You can pick 1 of the following subfactions for your army (core rules, 27.2.1). All STARBORNE units in your army gain the keyword of the subfaction you picked, and you can use the allegiance abilities for that subfaction. If a unit already has a different subfaction keyword on its warscroll, it cannot gain another one. This does not preclude you from including the unit in your army, but you cannot use the allegiance abilities for its subfaction.
Lords of Space and Time
Starborne slann are masters of cosmic sorcery, possessing nearly limitless arcane insight and able to send their warriors through pathways in reality’s skin in the blink of an eye.At the start of your hero phase, you can carry out one of the following heroic actions with a friendly STARBORNE SLANN instead of any other heroic action you can carry out with that HERO.
Drawing on the power of Azyr, the Starborne harness celestial energies to further their designs for reality.If you have a Starborne army, the following are considered to be cosmic nodes:
You begin the battle with 0 cosmic power points.
At the start of your hero phase, you receive 1 cosmic power point for each friendly STARBORNE WIZARD or friendly STARBORNE ASTROLITH BEARER on the battlefield. In addition, you receive 1 cosmic power point each time a friendly STARBORNE WIZARD successfully casts a spell that is not unbound, successfully unbinds a spell or successfully dispels an endless spell.
SPENDING COSMIC POWER POINTSIn your hero phase, you can spend your cosmic power points on any of the following abilities. You can only use the ability if you have enough cosmic power points to do so, and the same ability cannot be used more than once each phase.
SUMMONING SERAPHONAt the end of your movement phase, you can spend your cosmic power points to summon 1 unit from the following list and add it to your army. Each unit you summon costs the number of cosmic power points shown on the list, and you can only summon the unit if you have enough cosmic power points to do so. Units must be set up more than 9" from all enemy units and wholly within 12" of a friendly cosmic node.
Starmaster DisciplinesSLANN only.
Celestial AttendantsSKINK only.
Treasures of the Old OnesSLANN only.
Vestments of the PriesthoodSKINK only.
Lore of Celestial DominationSLANN (including Unique units) only.
Lore of Celestial ManipulationSKINK WIZARDS (including Unique units) only.
Whipping across the heavens, Dracothion’s Tail is said to mirror the mood of Azyr itself. The Seraphon warriors of this vast constellation are swift and unpredictable, and when bolstered by the blessings of their mystical Starmasters, they attack without warning to bring celestial vengeance down upon their foes.Appear on Command: At the will of their Starmasters, the reptilian throngs of Dracothion’s Tail appear suddenly on the battlefield, emerging from beams of starlight to savage their foes.
During deployment, instead of setting up a DRACOTHION’S TAIL unit on the battlefield, you can place it to one side and say that it is set up on the temple-ship as a reserve unit. You can set up 1 unit on the temple-ship for each DRACOTHION’S TAIL unit you have set up on the battlefield. At the end of your movement phase, you can set up 1 or more of the reserve units on the temple-ship on the battlefield, wholly within 12" of a friendly cosmic node and more than 9" from all enemy units.
Fangs of Sotek
The Fangs of Sotek strike like a streaking meteor. Cohorts of stealthy skink skirmishers populate their armies; against these masters of the hit-and-run attack, enemies find it impossible to land a blow, seeing their plans cast into ruin moments before a brutal saurus assault crashes home.The Serpent Strikes: The skinks of the Fangs of Sotek excel as skirmishers, deftly outmanoeuvring their enemy before they can bring their full force to bear.
The commanding player of a Fangs of Sotek army can use the Redeploy command ability up to 3 times in each of their opponent’s movement phases. In addition, the first 2 times the Redeploy command is issued to any friendly FANGS OF SOTEK SKINK units in a phase, no command points are spent.
The different Coalesced constellations make war in their own unique fashion.Нou can pick 1 of the following subfactions for your army (core rules, 27.2.1). All COALESCED units in your army gain the keyword of the subfaction you picked, and you can use the allegiance abilities for that subfaction. If a unit already has a different subfaction keyword on its warscroll, it cannot gain another one. This does not preclude you from including the unit in your army, but you cannot use the allegiance abilities for its subfaction.
Coalesced Seraphon have become more closely attuned to the ferocity harboured by all members of their race, ripping chunks of bloody flesh from the enemy as they battle.Add 1 to bite rolls made for COALESCED SAURUS and COALESCED KROXIGOR units with the Mighty Saurus Jaws, Saurus Jaws or Vice-like Jaws ability.
Having achieved true physicality, the scaled hides of Coalesced Seraphon become tougher with the passing of time. Many of their warriors develop thick bony plates and latticeworks of scar tissue that act as natural armour.Subtract 1 from the damage inflicted (to a minimum of 1) by each successful attack that targets a friendly COALESCED unit that has the SAURUS, KROXIGOR or MONSTER keyword.
Beasts of the Dark Jungles
Primal jungles stretch for miles around the temple-cities of the Coalesced. These perilous wildernesses give rise to truly awe-inspiring reptilian titans, perfect for taming into beasts of war.When you carry out a monstrous rampage with a COALESCED MONSTER, you can carry out 1 of the monstrous rampages below instead of any other monstrous rampage you can carry out with that unit.
Lords of the Temple-citiesSLANN only.
Savage CommandersSAURUS only.
Treasures of the Temple-citiesSLANN only.
Relics of the WarriorSAURUS only.
Lore of Ancient DomainsSLANN (including Unique units) only.
Lore of Primal JunglesSKINK WIZARDS (including Unique units) only.
Butchery and brutality are the hallmarks of Koatl’s Claw. The sheer savagery of Ghur has buried its way into the hearts of these Coalesced, rendering them furious and unsubtle warriors. Their saurian legions fight without heed for their own survival, a tide of thick scale and sharp fangs come to obliterate all before them.Savagery Incarnate: The saurus and Kroxigor of Koatl’s Claw are renowned as being the most primordially vicious of their kind.
Add 1 to wound rolls for attacks made with melee weapons by friendly KOATL’S CLAW SAURUS and KOATL’S CLAW KROXIGOR units that made a charge move in the same turn.
Guardians of the Old Ones’ most precious treasures, the Thunder Lizard tolerate no intruders into their domain. Their golden templecities rise high amidst the most magically volatile wildlands of the Mortal Realms, and their armies are filled with technological relics of a lost age and the most fearsome warbeasts imaginable.Mighty Beasts of War: The spawning pools of the Thunder Lizard give rise to bioengineered monsters of terrible power.
At the end of the charge phase, you can carry out 2 monstrous rampages with each friendly THUNDER LIZARD MONSTER instead of 1.
The following section includes rules for your Path to Glory campaign if you are using a Seraphon army.
|To begin with, you can only have 1 sacred spawning unit on your order of battle. Since you begin a Path to Glory campaign with a number of glory points, you can add a sacred spawning unit to your order of battle straight away. You could even choose for your warlord to be the sacred spawning unit, representing a Seraphon force led by a warrior marked for greatness by the Old Ones themselves.|
|Sacred Spawning of Sotek: No god is more revered by the Seraphon than Sotek the Serpent, patron of blood and sacrifice, whose coils envelop the cosmos. A furious wrath pulses within his red-scaled chosen; even Starborne Seraphon bearing his mark fight with a zealous fury.|
Add 1 to the Attacks characteristic of melee weapons used by this unit if it made a charge move in the same turn.
|Sacred Spawning of Quetzl: Lord of warriors and guardians, Quetzl blesses his sacred spawnings with thick scales and bony protrusions that are able to turn aside the keenest of blows.|
When this unit is targeted by an attack, if the weapon used for that attack has a Rend characteristic of -1, change the Rend characteristic for that attack to ‘-’.
|Sacred Spawning of Chotec: The sun god Chotec fills the chilled blood of the Seraphon with vitality; his blessed spawnings often sport orange or yellow scales and move as if stars burn within them.|
Add 1 to charge rolls for this unit.
|Sacred Spawning of Huanchi: Those dark-scaled Seraphon blessed by Huanchi, predator god of the night, are possessed of a natural stealth and ability to slip through dense terrain unimpeded.|
When this unit makes a move, it can pass across terrain features in the same manner as a unit that can fly.
|Sacred Spawning of Терок: Often marked by purple scales, those Seraphon spawned beneath the asterisms of the Great Coati are warded against even the most esoteric forms of assault.|
This unit has a ward of 6+ against mortal wounds.
|Sacred Spawning of Itzl: Itzl is the patron of all coldblooded beasts, especially those of a predatory nature. Seraphon who bear the Tamer’s mark can command even the fiercest reptilian mounts.|
Unit with mount(s) only. Add 1 to wound rolls for attacks made by this unit’s mount(s).
Search for the Lost City
The skink priests talk of an ancient temple-city, lost during the Age of Chaos. Although you do not know what lies within, the Great Plan commands that you seek it out.At the end of a Path to Glory battle, roll a dice for each SERAPHON unit wholly within enemy territory. Add 2 to the roll if the unit is also within 3" of a battlefield edge. For each 6+, you discover 1 clue as to the whereabouts of the lost temple-city. Keep a tally of how many clues you discover.
Once you have discovered 5 or more clues, you can fight Path to Glory battles using ‘The Fallen City’ battleplan. Once you have fought a Path to Glory battle using that battleplan and won a major victory or a minor victory, you complete this quest. The rewards of completing this quest are listed in the battleplan.
Cleanse the Realms
Long have the realms suffered under the foul taint of Chaos. You are tasked to restore their natural harmony and drive back any enemies who would stand in your way.Only Starborne armies can embark on this quest. At the end of each Path to Glory battle, add 1 quest point to the progress section of your quest log for each large quarter of the battlefield (core rules, 28.2.8) that has any friendly cosmic nodes wholly within it.
Once you have gained 8 or more quest points, you complete this quest. When you complete this quest, you can immediately bring the ‘Geomantic Nexus’ territory under your control without spending any glory points to do so.
Drive Back Trespassers
Marauding foes and avaricious treasure-seekers invade your lands, endangering the secrets within. You must rouse your cohorts and prepare to drive back any interlopers.Only Coalesced armies can embark on this quest. At the end of each Path to Glory battle, add 1 quest point to the progress section of your quest log if you won a major victory or a minor victory and there were no enemy units wholly within your territory at the end of the battle.
Once you have gained 3 or more quest points, you complete this quest. When you complete this quest, you can immediately bring the ‘Primeval Jungle’ territory under your control without spending any glory points to do so.
The War Against the Eternal Enemy
The machinations of Chaos must be thwarted at every step. Each defeat they suffer brings the Great Plan closer to fruition.At the end of a Path to Glory battle, you complete this quest if you won a major victory and your opponent’s general had the CHAOS keyword.
When you complete this quest, your warlord gains 5 renown points (even if they were not included in your army) and each other unit in your army that took part in the battle and was not destroyed gains 1 bonus renown point.
The Fallen City
After weeks of following the patterns of the stars, you have located an abandoned temple-city. Though you do not know exactly what lies within, the scrying of the priesthood reveals one undeniable truth: an invading force is approaching from the north. Defeat them in battle and thwart whatever nefarious scheme they have for this sacred place.
QUEST BATTLEPLANYou can use this battleplan if one player is using a Seraphon army, has embarked on the ‘Search for the Lost City’ quest and has discovered 5 or more clues. Use the Path to Glory battlepack.
THE ARMIESThe player on the ‘Search for the Lost City’ quest is the Seraphon player. Their opponent is the trespasser. The Seraphon player must use a Seraphon army.
OBJECTIVESPlace 4 objective markers as shown on the map.
THE BATTLEFIELDThe players roll off. The winner sets up the battlefield’s terrain features and then the other player chooses which long edge of the battlefield is the northern edge.
Set up a terrain feature to represent the Seraphon Temple in the centre of the battlefield. We recommend using a Realmshaper Engine faction terrain feature (although it is treated as a normal terrain feature in this battle).
FACTION TERRAINNeither player can set up a faction terrain feature.
SECRET MISSIONSEach player rolls twice on the Missions table below and secretly notes down the results.
DEPLOYMENTThe trespasser sets up their army first, wholly within their territory. Then, the Seraphon player sets up their army, wholly within their territory.
FIRST TURNThe Seraphon player chooses which player takes the first turn in the first battle round.
BATTLE LENGTHThe battle lasts for 5 battle rounds.
VICTORY POINTSEach player scores 1 victory point each time an enemy unit is destroyed.
In addition, each player scores victory points by completing missions (see ‘Secret Missions’).
When a player completes a mission, they first declare that they have done so and then score 5 victory points. If a player rolls the same mission twice, upon completion, they score 10 victory points instead of 5.
Once a player has completed a mission, their opponent cannot complete that mission.
GLORIOUS VICTORYThe player with the most victory points at the end of the battle is the winner. If that player completed both their missions, they win a major victory. Otherwise, they win a minor victory.
If the players are tied on victory points at the end of the battle, the battle is a draw.
PATH TO GLORY REWARDSIn step 1 of the aftermath sequence, each player earns 5 glory points for each mission completed. If a player rolled the same mission twice, they earn 10 glory points instead of 5 for completing it.
In addition, if the Seraphon player wins the battle, they complete the ‘Search for the Lost City’ quest. They can immediately pick 1 territory from the Seraphon Faction Territories table corresponding to a roll of 61-65 and bring it under their control without spending any glory points to do so.
If the battlepack you are using says that you must pick grand strategies and battle tactics for your army, you can pick from the following lists as well as those found in the battlepack you are using.
MASTERS OF ORDERSeraphon army only.
MARCH OF THE SERAPHON HOSTSeraphon army only.
The SERAPHON keyword is used in the following Seraphon warscrolls:
The STARBORNE keyword is used in the following Seraphon warscrolls:
The STARBORNE and SLANN keywords are used in the following Seraphon warscrolls:
The STARBORNE and ASTROLITH BEARER keywords are used in the following Seraphon warscrolls:
|In most cases, modifiers are cumulative. However, some dice rolls, such as hit and wound rolls, will specify that the roll cannot be modified by more than +1 or -1. When this is the case, add up all the modifiers that apply, and if the total is more than +1 or -1, treat it as being either +1 or -1 as appropriate.|
The SKINK keyword is used in the following Seraphon warscrolls:
The WIZARD keyword is used in the following Seraphon warscrolls:
|You do not have to pick a target for a charge attempt before making the charge roll.|
|Reserve units are picked as part of your army before the battle begins, while summoned units are units added to your army once the battle is underway. Models that have been removed from play can be used as part of a summoned unit.|
The MONSTER keyword is used in the following Seraphon warscrolls:
The SKINK and WIZARD keywords are used in the following Seraphon warscrolls:
The KROXIGOR keyword is used in the following Seraphon warscrolls:
The COALESCED keyword is used in the following Seraphon warscrolls:
The COALESCED and SAURUS keywords are used in the following Seraphon warscrolls:
The COALESCED and KROXIGOR keywords are used in the following Seraphon warscrolls:
The CARNOSAUR keyword is used in the following Seraphon warscrolls:
The STEGADON keyword is used in the following Seraphon warscrolls:
The TROGLODON keyword is used in the following Seraphon warscrolls:
The BASTILADON keyword is used in the following Seraphon warscrolls:
The SAURUS keyword is used in the following Seraphon warscrolls:
|Most rules for artefacts of power refer to the bearer. The bearer is the model to which an artefact of power has been given (see section 27.5.2 for some examples).|
The HERO keyword is used in the following Seraphon warscrolls:
The SCAR-VETERAN keyword is used in the following Seraphon warscrolls:
The AGGRADON keyword is used in the following Seraphon warscrolls: