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

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


Books

BookKindEditionVersionLast update
  Seraphon
  SeraphonBattletome21.4August 2021
  General’s Handbook ’2021
  General’s Handbook ’2021Expansion31.0September 2021
  Compendium: Monstrous Arcanum
  Compendium: Monstrous ArcanumExpansion3August 2021
  Broken Realms: Kragnos
  Broken Realms: KragnosExpansion21.0August 2021
  Broken Realms: Be’lakor
  Broken Realms: Be’lakorExpansion21.1August 2021
  Warhammer Legends: Monstrous Arcanum
  Warhammer Legends: Monstrous ArcanumExpansion3August 2021
  Warhammer Underworlds: Direchasm
  Warhammer Underworlds: DirechasmWarscroll2March 2021

Designers’ Commentary

Battletome: Seraphon

 Q: Does the Coalesced battle trait Scaly Skin apply to mortal wounds?
A:
No.

Allies

FACTIONALLIES
SeraphonCities of Sigmar, Stormcast Eternals

Battle Traits

Warriors of the Stars and the Realms

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

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

Contemplations of the Ancient Ones

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

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

Sacred Asterisms

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

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

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

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

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


The Coalesced Battle Traits

COALESCED army only.

Coalesced Constellations

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

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

Cold-blooded

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

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

Predatory Fighters

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

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

Primeval Domain

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

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

Scaly Skin

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

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


The Starborne Battle Traits

STARBORNE army only.

Unfeeling

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

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

Celestial Conjuration

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

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

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

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

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


Lords of Space and Time

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

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

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

Starborne Constellations

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

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

Command Traits

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

Slann Command Traits

SLANN only.

D3SLANN COMMAND TRAIT
1

Arcane Might

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

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

2

Vast Intellect

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

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

3

Great Rememberer

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

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


Saurus Command Traits

SAURUS only.

D3SAURUS COMMAND TRAIT
1

Disciplined Fury

This saurus strikes with cold-blooded precision.

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

2

Thickly Scaled Hide

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

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

3

Mighty Warleader

This saurus guides its warriors in battle with bellowing roars.

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


Skink Command Traits

SKINK only.

D3SKINK COMMAND TRAIT
1

Master of Star Rituals

Azyr’s light shines brightly on this general.

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

2

Nimble

This skink is preternaturally agile.

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

3

Cunning

With reptilian calculation this general looks for opportunities to strike.

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



Artefacts of Power

Treasures of the Old Ones

SLANN only.

D6ARTEFACT OF POWER
1

Zoetic Dial

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

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

2

Light of Dracothion

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

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

3

Prism of Amyntok

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

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

4

Itxi Grubs

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

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

5

Plaque of Dominion

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

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

6

Throne of the Lost Gods

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

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


Celestial Relics of the Warrior

SAURUS only.

D3ARTEFACT OF POWER
1

Blade of Realities

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

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

2

Sigils of the Prime Hunter

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

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

3

Bloodrage Pendant

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

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


Vestments of the Priesthood

SKINK only.

D3ARTEFACT OF POWER
1

Incandescent Rectrices

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

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

2

Cloak of Feathers

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

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

3

Sacred Stegadon Helm

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

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



Spell Lores and Bonded Endless Spells

Endless spells summoned by SERAPHON WIZARDS are bonded to the model that summoned them. A bonded endless spell is always controlled by the model to which it is bonded. A model cannot be bonded to more than one endless spell at the same time and cannot attempt to summon other endless spells while it is bonded. If the model that summoned the endless spell is removed from play, then the endless spell is removed from play.

Lore of Celestial Domination

SLANN (including Unique units) only.

D6SPELL
1

Celestial Apotheosis

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

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

2

Walk Between Realms

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

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

3

Mystical Unforging

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

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

4

Celestial Equilibrium

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

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

5

Stellar Tempest

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

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

6

Drain Magic

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

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


Lore of Celestial Manipulation

SKINK (including Unique units) only.

D6SPELL
1

Celestial Harmony

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

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

2

Hand of Glory

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

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

3

Extend Astromatrix

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

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

4

Fiery Convocation

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

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

5

Bind Endless Spell

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

Bind Endless Spell has a casting value of 7 and a range of 18". A WIZARD that is bonded to an endless spell cannot attempt to cast this spell. If successfully cast, pick 1 endless spell within range and visible to the caster, and that is not bonded or linked to another model. That endless spell is bonded to the caster.

6

Tide of Serpents

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

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



Constellations

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

Dracothion’s Tail

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

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

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

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

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

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

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

Fangs of Sotek

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

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

COMMAND ABILITY
Parting Shot: The skinks of the Fangs of Sotek excel as skirmishers. Those who attempt to charge them swiftly fall beneath a hail of javelins and poisoned blowdarts.
You can use this command ability when an enemy unit ends a charge move within 3" of a friendly FANGS OF SOTEK unit chosen from the Skinks or Chameleon Skinks warscroll that is wholly within 18" of a friendly FANGS OF SOTEK HERO. If you do so, that unit can shoot. After you have resolved all of that unit’s shooting attacks, roll a dice. On a 4+, that unit must retreat.
COMMAND TRAIT
A FANGS OF SOTEK SAURUS general must have this command trait instead of one listed in Command Traits section.

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

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

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

Koatl’s Claw

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

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

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

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

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

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

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

The Thunder Lizard

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

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

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

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

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

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


Battleplans

Battleplan

The Tables Turned

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

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

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

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

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

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

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

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

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

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



Path to Glory

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

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

These Path to Glory campaign rules are not compatible with the latest version of the Path to Glory rules from the Core Book. You can still use them to run a ‘classic’ Path to Glory campaign, or you can use the rules from the Core Book to run a ‘modern’ Path to Glory campaign.

Seraphon Warband Tables

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

Followers Rewards Table

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

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

Slann Champion Rewards Table

SLANN only.

D6REWARD
1

Arcane Might

This slann commands the flow of magic on the battlefield.

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

2-3

Vast Intellect

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

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

4

Great Rememberer

The manoeuvres ordered by this slann recall the constellations above.

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

5-6

Artefact of Power

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

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


Saurus Champion Rewards Table

SAURUS only.

D6REWARD
1

Disciplined Fury

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

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

2

Thickly Scaled Hide

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

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

3

Mighty Warleader

This saurus guides its warriors in battle with bellowing roars.

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

4-6

Artefact of Power

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

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


Skink Champion Rewards Table

SKINK only.

D6REWARD
1-2

Master of Star Rituals

Azyr’s light shines brightly on this champion.

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

3

Nimble

This skink is preternaturally agile.

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

4

Cunning

With reptilian calculation this skink looks for opportunities to strike.

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

5-6

Artefact of Power

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

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


14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.

The SLANN keyword is used in the following Seraphon warscrolls:

Leader
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run.
11.1 Charge Moves
When you attempt a charge with a unit, make a charge roll for the unit by rolling 2D6. You can then make a charge move with each model in that unit by moving the model a distance in inches that is equal to or less than the charge roll. The first model you move in a unit attempting a charge must finish the move within 1/2" of an enemy unit. If this is impossible, no models in the unit can make a charge move.

You do not have to pick a target for a charge attempt before making the charge roll.

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

Leader
Leader, Behemoth
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
19.3.2 Dispelling Endless Spells
At the start of the hero phase, each player can attempt to dispel 1 endless spell with each friendly WIZARD and friendly PRIEST. The player whose turn is taking place makes all of their dispelling attempts first. If a WIZARD attempts to dispel an endless spell, they can attempt to cast or unbind 1 fewer spell in that hero phase. If a PRIEST attempts to dispel an endless spell, they can chant 1 fewer prayer in that hero phase. The same player cannot attempt to dispel the same endless spell more than once per phase.

To attempt to dispel an endless spell, pick 1 endless spell that is within 30" of a friendly WIZARD or friendly PRIEST and that is visible to them. Then make a dispelling roll by rolling 2D6. If the roll is greater than the casting value of that endless spell, it is dispelled and removed from play. An endless spell cannot be summoned again in the turn that it is removed from play.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).
1.5.5 Dice Roll Modifiers
Sometimes a modifier will apply to a dice roll. Modifiers are applied after re-rolls. Rules that refer to an unmodified roll are referring to the dice roll after re-rolls have been made but before modifiers are applied. If a rule instructs you to pick or change a roll, do so after re-rolls are made but before modifiers are applied.

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 SLANN keyword is used in the following Seraphon warscrolls:

Leader

The STARSEER keyword is used in the following Seraphon warscrolls:

Leader

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

Leader
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.

The SLANN keyword is used in the following Seraphon warscrolls:

Leader

The ORACLE keyword is used in the following Seraphon warscrolls:

Leader, Behemoth
27.3.2 Command Traits
Each time you take a command trait enhancement, you can pick 1 command trait and give it to your general. You can never pick more than 1 command trait for your army, and command traits can only be given to a general that is a HERO.

The SLANN keyword is used in the following Seraphon warscrolls:

Leader

The SAURUS keyword is used in the following Seraphon warscrolls:

None
Battleline
Leader
Leader, Behemoth

The SKINK keyword is used in the following Seraphon warscrolls:

The SLANN keyword is used in the following Seraphon warscrolls:

Leader
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.

The WIZARD keyword is used in the following Seraphon warscrolls:

Leader
Leader, Behemoth
6.1 Using Command Abilities
To use a command ability, you must spend 1 command point, pick 1 friendly model to issue the command, and pick 1 friendly unit to receive the command. Unless noted otherwise, the models that can issue commands and the units they can issue them to are as follows:
  • Unit champions can issue commands to their own unit (see 22.3.2).
  • HEROES can issue commands to units that are wholly within 12" of them.
  • Generals can issue commands to units that are wholly within 18" of them.
  • TOTEMS can issue commands to units that are wholly within 18" of them.
Each command ability will say when it can be used and what effect it has on the unit that receives it. A model cannot issue more than 1 command in the same phase and a unit cannot receive more than 1 command in the same phase. In addition, you cannot use the same command ability more than once in the same phase (even for different units).
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.

The SLANN keyword is used in the following Seraphon warscrolls:

Leader
14.4 Healing Wounds
Some abilities allow you to heal wounds that have been allocated to a model. For each wound that is healed, reduce the number of wounds allocated to the model by 1, to a minimum of 0. You cannot heal wounds on a model that is slain.
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
14.4 Healing Wounds
Some abilities allow you to heal wounds that have been allocated to a model. For each wound that is healed, reduce the number of wounds allocated to the model by 1, to a minimum of 0. You cannot heal wounds on a model that is slain.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
14.1 Allocating Wounds
Wounds are allocated to the models in a unit 1 wound at a time. You can allocate the wounds caused to your units as you see fit. However, once you have allocated a wound to a model, you cannot allocate wounds to other models in the unit until that model is slain (see 14.2). If a unit is destroyed, all wounds that remain to be allocated to the unit are negated and have no effect.
14.4 Healing Wounds
Some abilities allow you to heal wounds that have been allocated to a model. For each wound that is healed, reduce the number of wounds allocated to the model by 1, to a minimum of 0. You cannot heal wounds on a model that is slain.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
9.4 Flying
If the warscroll used by a model says that it can fly, you can ignore other models and terrain features when you trace the path of its move across the battlefield (it flies over them). In addition, when a model that can fly starts or finishes a move on a terrain feature, instead of tracing its move across the battlefield, you can trace it ‘through the air’, as shown in the diagram below.

A flying model cannot finish a move on top of another model or finish a normal move, run or retreat within 3" of an enemy unit.
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).

The SLANN keyword is used in the following Seraphon warscrolls:

Leader
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
14.4 Healing Wounds
Some abilities allow you to heal wounds that have been allocated to a model. For each wound that is healed, reduce the number of wounds allocated to the model by 1, to a minimum of 0. You cannot heal wounds on a model that is slain.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
9.4 Flying
If the warscroll used by a model says that it can fly, you can ignore other models and terrain features when you trace the path of its move across the battlefield (it flies over them). In addition, when a model that can fly starts or finishes a move on a terrain feature, instead of tracing its move across the battlefield, you can trace it ‘through the air’, as shown in the diagram below.

A flying model cannot finish a move on top of another model or finish a normal move, run or retreat within 3" of an enemy unit.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
27.3.3 Artefacts of Power
Each time you take an artefact of power enhancement, you can pick 1 artefact of power and give it to a HERO in your army. A HERO cannot have more than 1 artefact of power. An army cannot include duplicates of the same artefact of power.

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).
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
15.1 Battleshock Tests
You must make a battleshock roll for each friendly unit that has to take a battleshock test. To make a battleshock roll, roll a dice and add the number of models in the unit that were slain in that turn to the roll. If the battleshock roll is greater than the unit’s Bravery characteristic, the battleshock test has been failed. If the test is failed, for each point by which the battleshock roll exceeds the unit’s Bravery characteristic, 1 model in that unit must flee. You decide which models flee. A model that flees is removed from play.

If a slain model is returned to its unit in the same turn that it is slain, it still counts as having been slain in that battle round for the purposes of battleshock tests.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
3.1 Reserve Units and Summoned Units
Sometimes a rule will allow you to set up a unit in a location other than the battlefield as a reserve unit. A unit that is added to your army once the battle is underway is called a summoned unit.

When you set up a reserve unit, either during deployment or once the battle is underway, you must tell your opponent that the unit is in reserve and keep it to one side instead of placing it on the battlefield. At the start of the fourth battle round, units that are still in reserve are destroyed. Units cannot cast spells or use abilities while they are in reserve unless the spell or ability specifically says it can be used by reserve units.

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

Leader
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.
14.4 Healing Wounds
Some abilities allow you to heal wounds that have been allocated to a model. For each wound that is healed, reduce the number of wounds allocated to the model by 1, to a minimum of 0. You cannot heal wounds on a model that is slain.

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

8.2 Retreat
When you pick a unit to retreat, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. The unit must end the move more than 3" from all enemy units. You cannot shoot or attempt a charge later in the turn with a unit that has retreated.

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

Battleline
Leader
Leader, Behemoth
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.

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

Battleline
Leader
Leader, Behemoth

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

Leader
Leader, Behemoth
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.

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

Artillery, Leader, Behemoth
Leader, Behemoth
Behemoth

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

Behemoth

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

Artillery, Leader, Behemoth
22.3.1 Mounts, Companions and Crew
Sometimes the description on a warscroll will say whether the models in the unit have mounts, companions or a crew. When a model attacks, its mount, companions and crew attack too, and when the model is removed from play, its mount, companions and crew are removed too. For rules purposes, companions and crew are treated in the same manner as mounts.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
9.4 Flying
If the warscroll used by a model says that it can fly, you can ignore other models and terrain features when you trace the path of its move across the battlefield (it flies over them). In addition, when a model that can fly starts or finishes a move on a terrain feature, instead of tracing its move across the battlefield, you can trace it ‘through the air’, as shown in the diagram below.

A flying model cannot finish a move on top of another model or finish a normal move, run or retreat within 3" of an enemy unit.
8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.

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

Artillery, Leader, Behemoth
Leader
Leader, Behemoth
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.

The MONSTER keyword is used in the following Seraphon warscrolls:

Artillery, Leader, Behemoth
Leader, Behemoth
Behemoth
• Merwyrm

The HUNTING PACK keyword is used in the following Seraphon warscrolls:

None
8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).

The SLANN keyword is used in the following Seraphon warscrolls:

Leader
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
© Vyacheslav Maltsev 2013-2021