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
Seraphon |
Seraphon | Battletome | 2 | July 2022 |
Regiments of Renown |
Regiments of Renown | Warscroll | 3 | March 2023 |
Battlescroll: Galletian Champions |
Battlescroll: Galletian Champions | Rulebook | 3 | January 2023 |
Warcry: Sundered Fate (Hunters Of Huanchi) |
Warcry: Sundered Fate (Hunters Of Huanchi) | Warscroll | 3 | November 2022 |
Broken Realms: Be’lakor |
Broken Realms: Be’lakor | Expansion | 2 | July 2022 |
Battletome: Seraphon Update |
Battletome: Seraphon Update | White Dwarf | 3 | April 2022 |
Compendium: Monstrous Arcanum |
Compendium: Monstrous Arcanum | Expansion | 3 | August 2021 |
Broken Realms: Kragnos |
Broken Realms: Kragnos | Expansion | 2 | August 2021 |
Warhammer Legends: Monstrous Arcanum |
Warhammer Legends: Monstrous Arcanum | Expansion | 3 | August 2021 |
Warhammer Underworlds: Direchasm |
Warhammer Underworlds: Direchasm | Warscroll | 2 | March 2021 |
Designers’ Commentary
Battletome: Seraphon
Q: | Does the Coalesced battle trait Scaly Skin apply to mortal wounds? |
A: | No. |
Allies
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.
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 that has the
SAURUS,
KROXIGOR or
MONSTER keyword (to a minimum of 1).
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 it has the Mystical and Deadly Mysterious Terrain scenery rules (
section 28.1.3 of the core rules) in addition to any other Mysterious Terrain scenery rules it may have. The Mystical scenery rule for these
terrain features only applies to
COALESCED units, while the Deadly scenery rule for these terrain features does not apply to
COALESCED units.
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.
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| Slann Command TraitsSLANN only.
D3 | SLANN 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. |
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| Saurus Command TraitsSAURUS only.
D3 | SAURUS 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. |
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| Skink Command TraitsSKINK only.
D3 | SKINK 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. |
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Artefacts of Power
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| Treasures of the Old OnesSLANN only.
D6 | ARTEFACT 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. |
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| Celestial Relics of the WarriorSAURUS only.
D3 | ARTEFACT 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). |
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| Vestments of the PriesthoodSKINK only.
D3 | ARTEFACT 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. |
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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.
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| Lore of Celestial DominationSLANN (including Unique units) only.
D6 | SPELL | 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. |
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| Lore of Celestial ManipulationSKINK (including Unique units) only.
D6 | SPELL | 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. |
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Mount Traits
You can pick 1 HERO with the STEGADON, CARNOSAUR or TROGLODON keyword in your army to have 1 of the following mount traits.
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| BEASTMASTER The rider of this monstrous beast has learned precisely how to get the best from them in battle.
COALESCED only. Once per battle, in your hero phase, you can declare that this mount will either be swift or savage. If you choose for it to be 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 melee weapons used by this mount. |
CELESTIAL DESTRUCTION This Starborne creation quivers with a barely contained force that can be released to bring ruination on the enemies of the Seraphon.
STARBORNE only. You can carry out this monstrous rampage with this unit instead of any other monstrous rampage you can carry out with this unit. If you do so, roll a dice for each enemy unit within 6" of this unit. Add 1 to the roll if the enemy unit has the CHAOS keyword. On a 5+, that unit suffers D3 mortal wounds. |
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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).
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| Dracothion’s TailWhipping 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. | |
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| Fangs of SotekThe 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. | |
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| Koatl’s ClawButchery 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. | |
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| The Thunder LizardGuardians 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. | |
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Battleplans
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| The Tables TurnedThe 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.
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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.
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.
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| Followers Rewards TableDo not roll for Seraphon followers rewards. Instead, the reward is determined by the type of follower.
Ferocity Unbound: The predatory instincts of these saurus have been driven to new heights.
Saurus Retinues only. Improve the Rend characteristic of Jaws weapons used by this unit by 1. The Trap is Sprung: At an unspoken command from their leader, these skinks attack from carefully prepared ambush sites, swiftly overwhelming their chosen prey.
Skink Retinues only. In your hero phase, pick 1 enemy unit that is visible to a friendly SKINK HERO. Until your next hero phase, add 1 to hit rolls for attacks made by this unit that target that unit. Beastmasters: The skink handlers of these beasts know precisely how to get the best from them in battle. MONSTERS and HUNTING PACKS only. In your hero phase, declare if this unit will be swift or savage. If you choose swift, until your next hero phase, it can run and still shoot and/or charge in the same turn. If you choose savage, until your next hero phase, add 1 to the Attacks characteristic of its melee weapons. | |
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| Slann Champion Rewards TableSLANN only.
D6 | REWARD | 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. |
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| Saurus Champion Rewards TableSAURUS only.
D6 | REWARD | 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. |
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| Skink Champion Rewards TableSKINK only.
D6 | REWARD | 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. |
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PATH TO GLORY
This section contains rules for using a Seraphon army on a Path to Glory campaign. It includes additional rules, quests, veteran abilities and unique territories that can only be used by a Seraphon army.
Warriors of Stars and Realms
When you first pick your Path to Glory army, you must decide if it will be Starborne or Coalesced and record which it is on your roster along with its subfaction (if it has one).
If you choose a
Coalesced army, then the
Path to Glory rules are used more or less unchanged, except for the addition of the new quests, veteran abilities and territories described below. If you choose a
Starborne army, then you must use the new Starborne rules that follow, in addition to the new quests, veteran abilities and territories described below.
Starborne Armies
If you have a Starborne Path to Glory army, each standard territory provides you with a number of Astromatrix Arcane points in addition to its effect, as shown on the table below. If a territory is upgraded, add 1 to the number of
Astromatrix Arcane points it provides. You can use these points to add Seraphon units to your army, as described below.
ASTROMATRIX TABLE | 1 Astromatrix point | 2 Astromatrix point | 3 Astromatrix point | Old Keep Wild Lands Forgotten Mine Small Settlement Borderlands Large Settlement | Sacred Site Ancient Roads Wellspring Realmstone Reserve Ruins of Myth | Arcane Waypoint | Faction Territories: See the Seraphon Faction Territories table. Upgraded Territories: +1 Astromatrix point. |
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| The favoured targets of the Starborne are those places where magical energy pools or where the ley lines of arcane power that cross the aetheric void join. By taking control and imposing stringent order upon these magical wellsprings, the Starborne stabilise the land against the powers of Chaos, and they create a reservoir of each realm’s magical essence they can tap into. The Seraphons network of magical power is known by a variety of names, but the most common is the Astromatrix. | |
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SERAPHON units that do not have the
HERO keyword are not recorded on your
Order of Battle for a Starborne Path to Glory army. Instead, when you pick your army for a battle, you can include up to 1
SERAPHON unit that does not have the
HERO keyword for each Astromatrix point you have. A Behemoth or a unit that is
reinforced counts as 2 units instead of 1 towards this limit, and a unit that is reinforced twice counts as 3 units instead of 1.
After picking the units for your army, roll a dice for each Astromatrix point that was not used to allow you to include a unit in your army. For each 4+, you can give 1 eligible unit in your army a veteran ability. The veteran ability can be used by the unit only in that battle.
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| You must still pay the points cost of the unit to include it in your army. Summoned units added to your army after the battle starts can be added freely and do not count against the Astromatrix limit for your army. | |
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| QUEST STAR-FATED BEASTSSome of the reptilian mounts used by the Seraphon possess quirks and powers that set them apart from their spawn-kin. Pick 1 HERO with the STEGADON, CARNOSAUR or TROGLODON keyword from your army that does not already have a mount trait, and pick 1 mount trait they are allowed to take. Write down that mount trait in your quest log.
At the end of a Path to Glory battle, you complete this quest if that unit destroyed any enemy unit during the battle.
When you complete this quest, you can add the mount trait you picked to your vault. When you do so, make a note of which unit it applies to. If that unit is ever removed from your order of battle, remove the corresponding mount trait trom your vault. | |
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Veteran Abilities
Each time a
SERAPHON unit on your
Path to Glory roster gains a
veteran ability, you can pick 1 of the veteran abilities from the table below instead of the table found in the core rules.
Seraphon Veteran Abilities | Ferocity Unbound: The predatory instincts of these saurus warriors have been driven to new heights by the blood they have spilt in countless battles. SAURUS units only. This unit can use this veteran ability once per battle when it is picked to fight in a combat phase. Increase the Rend characteristic of Powerful Jaws weapons used by that unit by 1 until the end of that phase. | The Trap is Sprung: At an unspoken command from their leader, these skinks carry out a carefully prepared ambush, swiftly overwhelming their chosen prey. SKINK units only. Once per battle, in your hero phase, pick 1 enemy unit that is visible to the Skink Alpha from this unit. Until your next hero phase, add 1 to hit rolls for attacks made by this unit that target that unit. |
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| ‘The Trap is Sprung’ can only be used by a SKINK unit that has a champion. | |
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Territories
When making an
exploration roll, if the roll is 61-66, that roll will correspond to a territory on the table below. Alternatively, you can pick 1 result from the
Territories table in the core rules that corresponds to a roll of 21-42.
Some of these territories allow you to send a unit to them. A unit cannot be sent to more than 1 territory in each
aftermath sequence, and any such units cannot be picked for the Borderlands territory in the core rules.
SERAPHON FACTION TERRITORIES (D66) | 61-63 STORMVAULT Your forces have secured one of the mysterious Stormvaults revealed during the Necroquake. You can never have more than 1 territory of this type. This territory has no effect until it is upgraded.
[Upgrade 15GP] Vault opened: If you have a Starborne army, this territory provides you with 5 Astromatrix points. If you have a Coalesced army, in step 3 of the aftermath sequence, you can pick 1 HERO on your order of battle to be sent to this territory to delve into the Stormvault. If you do so, roll a dice. On a 1-2, you must make an injury roll for that HERO. On a 3-4, nothing happens. On a 5, you must make an injury roll for that HERO, and you can add an artefact of power to your vault. On a 6, you can add an artefact of power to your vault.
64-66 RUINED TEMPLE-CITY You have reclaimed the ruins of a once mighty temple-city that has either been overrun and destroyed by your enemies or that crashed down from the stars as the result of a celestial cataclysm. If you have a Starborne army, this territory provides you with 3 Astromatrix points. If you have a Coalesced army, the cost of upgrading your Stronghold is reduced by 10 glory points.
[Upgrade 20GP] Secondary Reserves: In each aftermath sequence, you can re-roll 1 injury roll or casualty roll without spending a glory point. |
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Heroic Upgrades
During your Path to Glory campaign, you may be able to pick heroic upgrades for your
HEROES. A heroic upgrade replaces the warscroll for a
HERO with another, more powerful one and represents them becoming a mighty champion in your army.
You can pick a heroic upgrade in
step 7 of the aftermath sequence. To do so, consult the table below and pick 1 of the eligible options. Each heroic upgrade lists the warscroll the
HERO will be upgraded to, which warscroll is required, the amount of
renown points that
HERO must have and the amount of
glory points you must spend. Once you have picked a heroic upgrade, replace your
HERO’s warscroll on your
order of battle with the new one chosen. You can pick only 1 heroic upgrade in each aftermath sequence.
If the new warscroll is a type that is limited on your order of battle - for example, if it is a
MONSTER - you will need to have increased your order of battle limits to accommodate it before it can be upgraded.
CORE ENHANCEMENTS
When you pick a heroic upgrade for a
HERO, they keep their renown points and any
core enhancements that they are still eligible for. If your
HERO has any core enhancements that they are no longer eligible for, they lose those core enhancements. If this enables you to pick a new core enhancement for your order of battle, you can do so.
MATCHED PLAY
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.
Grand Strategies
After you have picked your army, you can pick 1 of the
grand strategies from the list below and record it on your army roster.
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| MASTERS OF ORDER Seraphon army only.
Continuous Expansion: The Coalesced are continuously expanding their dominion over the Mortal Realms in order to wrest control from the Chaos Gods and establish the rule of Order. Coalesced army only. When the battle ends, you complete this objective if you have a least 1 friendly unit wholly within each large quarter of the battlefield. |
The Astromatrix: The favoured targets of the Seraphon are those places where magical energy pools, or where the ley lines of arcane power that span the Aetheric Void cross. Starborne army only. An imaginary ley line 1mm wide runs from the each corner of the battlefield to the diagonally opposite corner of the battlefield. When the battle ends, you complete this objective if a ley line does not pass over any enemy models with the WIZARD keyword, and at least 1 ley line passes over a friendly model with the WIZARD keyword. |
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Battle Tactics
At the start of your
hero phase, you can pick 1
battle tactic from the list below. You must reveal your choice to your opponent, and if your battle tactic instructs you to pick something, you must tell your opponent what you pick. You have until the end of that turn to complete the battle tactic. You cannot pick the same battle tactic more than once per battle.
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| MARCH OF THE COSMIC HOST Seraphon army only.
Might of the Starborne: The sudden appearance of powerful formations of Starborne warriors can break the spirit of even the stoutest enemy. Pick 1 objective on the battlefield. You complete this battle tactic if you summon a friendly unit that has a CCP cost of 20 or more during the turn, and that unit is wholly within 12" of the objective you picked. |
Stampede of Scales: The armies of the Coalesced are often spearheaded by large formations of monstrous reptiles who surge ahead of the army striking terror into the hearts of the foe. Pick 3 different friendly MONSTERS. You complete this battle tactic if all of the units you picked run in the following movement phase and finish that run within 6" of each other and wholly within enemy territory. |
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Core Battalions
You can include any of the following
core battalions in a Seraphon army if the
battlepack you are using says that you can use core battalions.
UNIT ICONS (Mandatory/Optional) | | ENGINE OF THE GODS or STEGADON WITH SKINK CHIEF. | | BASTILADON or STEGADON. | | KROXIGOR unit. | | RAZORDONS or SALAMANDERS unit. |
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BATTALION ABILITY ICONS | | Unified: One-drop Deployment (see 26.2.1). | | Expert: Once per battle, 1 unit from this battalion can receive the All-out Attack or All-out Defence command without the command being issued and without a command point being spent. | | Magnificent: When you pick enhancements for your army (see 27.3), you can pick 1 extra enhancement. | | Slayers: Once per battle, 1 unit from this battalion can receive the All-out Attack or Unleash Hell command without the command being issued and without a command point being spent. | | Strategists: Once per battle, when you receive command points at the start of your hero phase, you can receive 1 extra command point. | | Swift: Once per battle, 1 unit from this battalion can receive the At the Double or Forward to Victory command without the command being issued and without a command point being spent. |
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OPEN PLAY
If the players are using the Open War battlepack from the Warhammer Age ofSigmar Core Book, you can use the following twists and ruses as well as those found in the battlepack.
Seraphon Twist
If the roll on the
Twist table is a 1, roll again on the following Twist table instead of using No Twist. Roll on the Coalesced table if you have a
Coalesced army or the Starborne table if you have a
Starborne army. If both players have a Twist table that is used on a roll of 1, then both players roll on their Twist tables, and both twists are used for the battle.
COALESCED TWIST TABLE | D6 | Twist | 1-3 | Lost in Contemplation: The vast intellect of the Starmasters is distracted from the battlefield by cosmic contemplations and the deduction of esoteric celestial formulae. This twist has no effect on the battle. | 4-6 | Monstrous Denizen: Thick jungles spread around the landed temple-cities of the Coalesced, which quickly become infested with all manner of monstrous beasts. After the battlefield has been set up but before territories have been assigned, the players roll off. The winner can set up 1 MONSTER anywhere on the battlefield (use a suitable model that is not part of either army, if available). This model is referred to as a monstrous denizen. At the start of each battle round, before determining priority, the players roll off. In that battle round, the winner of the roll-off treats the monstrous denizen as a unit in their army, and their opponent treats it as an enemy unit. The monstrous denizen’s commanding player can choose to attack it, but if they do, until the end of the battle round, they treat it as an enemy unit, and their opponent treats it as a unit in their own army. The monstrous denizen cannot attack itself. |
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STARBORNE TWIST TABLE | D6 | Twist | 1-3 | Lost in Contemplation: The vast intellect of the Starmasters is distracted from the battlefield by cosmic contemplations and the deduction of esoteric celestial formulae. This twist has no effect on the battle. | 4-6 | The Astromatrix: The favoured targets of the Seraphon are those places where magical energy pools or where the ley lines of arcane power that cross the aetheric void join. If there are 2 or more objectives on the battlefield, an imaginary ley line 1mm wide runs from the centre of each objective to the centre of each other objective. In any other circumstances, an imaginary ley line 1mm wide runs from the each corner of the battlefield to the diagonally opposite corner of the battlefield. You can add 1 to casting, dispelling and unbinding rolls for any WIZARD that is passed over by a ley line. |
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Seraphon Ruse
When you generate your ruse, you can use the following ruse instead of the one you generate on the
Ruse table (choose which to use after you have made your roll on the Ruse table). You can pick the Primal Vistas ruse if you have a
Coalesced army or the Celestial Reinforcement ruse if you have a
Starborne army.
Primal Vistas: The energy of the Astromatrix reshapes the lands it passes across.
After deployment, if there is a friendly
SLANN,
STARSEER or
ORACLE on the battlefield, you can pick 1 terrain feature that is not a
faction terrain feature. The
Primeval Domain battle trait applies to that terrain feature, even if it is not in your territory.
Celestial Reinforcement: The concentrated Azyrite energies of an Eternal Starhost act as a beacon, allowing its master to summon further warriors from their temple-fleet with incredible ease.
Once per battle, at the start of your
hero phase, if there is a friendly
SLANN,
STARSEER or
ORACLE on the battlefield, you can roll a dice. If the roll is less than or equal to the number of the current battle round, you receive a number of
celestial conjuration points equal to the roll.