Seraphon – Warscrolls

Leader, Behemoth


12
4+
8
WARSCROLL

Saurus Oldblood on Carnosaur

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

Unit Size: 1      Points: 240
Battlefield Role: Leader, Behemoth
Base size: 120 x 92mm
Notes: Single

DESCRIPTION

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

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

ABILITIES

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

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

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

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

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

COMMAND ABILITIES

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

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


12
4+
8
WARSCROLL

Saurus Scar-Veteran on Carnosaur

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

Unit Size: 1      Points: 200
Battlefield Role: Leader, Behemoth
Base size: 120 x 92mm
Notes: Single

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Firelance Starhost
 • Firelance Temple-host

DESCRIPTION

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

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

ABILITIES

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

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

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

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

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

COMMAND ABILITIES

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

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


12
4+
6
WARSCROLL

Skink Oracle on Troglodon

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

Unit Size: 1      Points: 250
Battlefield Role: Leader, Behemoth
Base size: 120 x 92mm
Notes: Single

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Eternal Starhost
 • Eternal Temple-host

DESCRIPTION

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

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

ABILITIES

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

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

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

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

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

MAGIC

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

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

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


10
4+
5
WARSCROLL

Stegadon with Skink Chief

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

Unit Size: 1      Points: 320
Battlefield Role: Leader, Behemoth
Base size: 120 x 92mm
Notes: Single

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Thunderquake Starhost
 • Thunderquake Temple-host
 • The Celestial Stampede

DESCRIPTION

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

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

MOUNT: The Stegadon treated as this unit’s mount.

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

ABILITIES

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

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

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

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

COMMAND ABILITIES

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

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

Artillery, Leader, Behemoth


12
4+
6
WARSCROLL

Engine of the Gods

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

Unit Size: 1      Points: 300
Battlefield Role: Artillery, Leader, Behemoth
Base size: 120 x 92mm
Notes: Single

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Thunderquake Starhost
 • Thunderquake Temple-host
 • The Celestial Stampede

DESCRIPTION

An Engine of the Gods is a single model.

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

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

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

ABILITIES

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

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

RollEffect
2-3The Engine of the Gods shakes violently as the universe resists its pull.
This model suffers D3 mortal wounds
4-8The Engine thrums furiously and a brilliant white light shines forth.
Heal D3 wounds allocated to each friendly SERAPHON unit wholly within 12" of this model (roll separately for each unit). 
9-12Bolts of azure energy shoot from the Engine and engulf the foe.
You can either pick 1 enemy unit within 24" this model that is visible to it and roll 1 dice, or roll 1 dice for each enemy unit within 12" of this model that is visible to it. On a 2+, that unit suffers D3 mortal wounds
13-17A sudden pulse of starlight heralds the manifestation of new Seraphon warriors.
You can set up 1 unit of 10 Saurus Warriors wholly within 12" of this model and more than 9" from any enemy units, and add it to your army. 
18Time crawls to a halt around the Seraphon warhost.
For the rest of the turn you can re-roll charge rolls for friendly SERAPHON units wholly within 24" of this model, and double the Attacks characteristic of weapons used by friendly SERAPHON units while they are wholly within 24" of this model. 

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

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

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

Leader


12"
5
5+
6
WARSCROLL

Ripperdactyl Chief

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

Unit Size: 1      Points: 70
Battlefield Role: Leader
Base size: 50mm
Notes: Single

DESCRIPTION

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

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

FLY: This model can fly.

ABILITIES

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

COMMAND ABILITIES

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

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


5"
6
4+
8
WARSCROLL

Saurus Astrolith Bearer

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

Unit Size: 1      Points: 160
Battlefield Role: Leader
Base size: 40mm
Notes: Single

DESCRIPTION

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

ABILITIES

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

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

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


5"
7
3+
8
WARSCROLL

Saurus Eternity Warden

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

Unit Size: 1      Points: 130
Battlefield Role: Leader
Base size: 40mm
Notes: Single

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Eternal Starhost
 • Eternal Temple-host

DESCRIPTION

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

ABILITIES

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

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

COMMAND ABILITIES

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

KEYWORDS
ORDER, SERAPHON, SAURUS, HERO, ETERNITY WARDEN


5"
7
3+
8
WARSCROLL

Saurus Oldblood

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

Unit Size: 1      Points: 120
Battlefield Role: Leader
Base size: 32mm
Notes: Single

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Sunclaw Starhost
 • Sunclaw Temple-host

DESCRIPTION

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

ABILITIES

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

COMMAND ABILITIES

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

KEYWORDS
ORDER, SERAPHON, SAURUS, HERO, OLDBLOOD


8"
7
4+
8
WARSCROLL

Saurus Scar-Veteran on Cold One

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

Unit Size: 1      Points: 110
Battlefield Role: Leader
Base size: 60 x 35mm
Notes: Single

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Firelance Starhost
 • Firelance Temple-host

DESCRIPTION

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

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

ABILITIES

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

COMMAND ABILITIES

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

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


5"
7
3+
8
WARSCROLL

Saurus Sunblood

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

Unit Size: 1      Points: 130
Battlefield Role: Leader
Base size: 32mm
Notes: Single

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Sunclaw Starhost
 • Sunclaw Temple-host

DESCRIPTION

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

ABILITIES

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

COMMAND ABILITIES

Scent of Weakness: The Sunblood raises his warmace, points it at an enemy and lets loose a chilling predatory roar.
You can use this command ability when you pick a friendly SAURUS unit to fight in the combat phase. That unit must receive the command. Until the end of that phase, add 1 to wound rolls for attacks made by that unit.

KEYWORDS
ORDER, SERAPHON, SAURUS, HERO, SUNBLOOD


8"
4
5+
6
WARSCROLL

Skink Priest

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

Unit Size: 1      Points: 120
Battlefield Role: Leader
Base size: 25mm
Notes: Single

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Shadowstrike Starhost
 • Shadowstrike Temple-host

DESCRIPTION

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

ABILITIES

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

COMMAND ABILITIES

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

KEYWORDS
ORDER, SERAPHON, SKINK, HERO, PRIEST


8"
5
5+
6
WARSCROLL

Skink Starpriest

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

Unit Size: 1      Points: 140
Battlefield Role: Leader
Base size: 25mm
Notes: Single

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Shadowstrike Starhost
 • Shadowstrike Temple-host

DESCRIPTION

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

ABILITIES

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

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

MAGIC

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

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

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


5"
5
5+
6
WARSCROLL

Skink Starseer

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

Unit Size: 1      Points: 150
Battlefield Role: Leader
Base size: 50mm
Notes: Single

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Eternal Starhost
 • Eternal Temple-host

DESCRIPTION

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

FLY: This model can fly.

ABILITIES

Cosmic Herald: Through performing complex star-rituals, these priests can divine – and therefore manipulate – the outcome of a battle.
At the start of your hero phase, if any friendly models with this ability are on the battlefield, roll 1 dice. On a 4+, you receive 1 command point.

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

MAGIC

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

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

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


5"
7
4+
9
WARSCROLL

Slann Starmaster

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

Unit Size: 1      Points: 290
Battlefield Role: Leader
Base size: 50mm
Notes: Single

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Eternal Starhost
 • Eternal Temple-host

DESCRIPTION

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

FLY: This model can fly.

ABILITIES

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

Foresight: The Starmaster casts his mind into the future, reading the threads of destiny as easily as a mortal would read a map.
At the start of your hero phase, if any friendly models with this ability are on the battlefield, roll 2 dice. For each 4+, you receive 1 command point.

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

MAGIC

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

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

COMMAND ABILITIES

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

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


16"
5
6+
6
WARSCROLL

Terradon Chief

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

Unit Size: 1      Points: 70
Battlefield Role: Leader
Base size: 50mm
Notes: Single

DESCRIPTION

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

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

FLY: This model can fly.

ABILITIES

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

COMMAND ABILITIES

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

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


5"
18
4+
9
WARSCROLL

Lord Kroak

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

Unit Size: 1      Points: 450
Battlefield Role: Leader
Base size: 80mm
Notes: Single, Unique

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Eternal Starhost
 • Eternal Temple-host

DESCRIPTION

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

FLY: Lord Kroak can fly.

ABILITIES

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

Azyrite Force Barrier: Lord Kroak’s desiccated form is protected by a crackling energy field that blasts enemies who dare come close.
The Attacks characteristic of an Azyrite Force Barrier is equal to the number of enemy models within 3" of the attacking model when the number of attacks made with the weapon is determined. Count each enemy MONSTER as 5 models for the purpose of this rule.

Dead for Innumerable Ages: Lord Kroak is no longer alive in the conventional sense; his ancient and withered form is preserved only by his indomitable spirit. As such, he is almost immune to all but the most devastating attacks.
At the end of each phase, if any wounds or mortal wounds are allocated to this model, roll 3D6 and add the number of wounds and mortal wounds allocated to this model to the roll. On a 20+, this model is slain. On any other roll, all wounds and mortal wounds allocated to this model are healed.

Designer’s Note: If Lord Kroak suffers 18 or more wounds or mortal wounds before the end of a phase, he is immediately slain and no dice roll is made at the end of the phase.

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

Supreme Master of Order: The slann are among the greatest wizards in existence, but Lord Kroak is mighty even in comparison to others of his kind.
Add 2 to casting, dispelling and unbinding rolls for this model. In addition, this model can attempt to unbind enemy spells that are cast anywhere on the battlefield and attempt to dispel endless spells anywhere on the battlefield.

MAGIC

Lord Kroak is a WIZARD. He can attempt to cast 4 spells in your hero phase and attempt to unbind 4 spells in the enemy hero phase. He knows the Arcane Bolt, Mystic Shield, Celestial Deliverance and Comet’s Call spells. In addition, he knows all of the spells from the Lore of Celestial Domination.

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

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

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

COMMAND ABILITIES

Supreme Gift from the Heavens: At Lord Kroak’s command, his followers are wrapped in a mantle of Azyrite energy, allowing them to disregard the natural laws that govern the Mortal Realms.
You can use this command ability in your hero phase. If you do so, pick up to D3 friendly SERAPHON units wholly within 18" of a friendly model with this command ability. Until your next hero phase, those units can fly and you can add 1 to save rolls for attacks made with missile weapons that target those units. You can only use this command ability once per hero phase.

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


8"
5
5+
6
WARSCROLL

Kixi-Taka the Diviner

Though only a lowly priest in the complex rungs of the skink hierarchy, Kixi-Taka is looked upon with favour by his Slann masters. Entrusted with several relics of Old One technology, he faithfully leads the Starblood Stalkers, utterly committed to the Great Plan.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Starbolt
Starbolt18"24+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Star-stone Staff
Star-stone Staff1"14+4+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 200
Battlefield Role: Leader
Notes: Single, Unique. Kixi-Taka the Diviner, Klaq-Trok and The Starblood Stalkers must be taken as a set. Although taken as a set, each is a separate unit.

DESCRIPTION

Kixi-Taka the Diviner is a named character that is a single model. He is armed with a Starbolt and Star-stone Staff.

ABILITIES

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

COMMAND ABILITIES

Herald of the Old Ones: The chirruped sermons and holy exhortations of a Skink Priest embolden their followers to fight all the harder.
You can use this command ability in your hero phase. If you do so, pick 1 friendly SKINK unit wholly within 18" of this model. If the unit you pick is STARBLOOD STALKERS, you can use this command ability without a command point being spent. Until your next hero phase, you can add 1 to hit rolls for attacks made by that unit. A unit cannot benefit from this command ability more than once per phase.

KEYWORDS
ORDER, SERAPHON, COALESCED, THUNDER LIZARD, SKINK, HERO, PRIEST, KIXI-TAKA

Battleline


5"
2
4+
8
WARSCROLL

Saurus Guard

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

Unit Size: 5      Points: 120
Battlefield Role: Battleline
Base size: 32mm

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Eternal Starhost
 • Eternal Temple-host

DESCRIPTION

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

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

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

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

ABILITIES

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

KEYWORDS
ORDER, SERAPHON, SAURUS, SAURUS GUARD


8"
2
4+
8
WARSCROLL

Saurus Knights

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

Unit Size: 5      Points: 110
Battlefield Role: Battleline
Base size: 60 x 35mm

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Firelance Starhost
 • Firelance Temple-host

DESCRIPTION

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

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

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

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

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

ABILITIES

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

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


5"
1
4+
8
WARSCROLL

Saurus Warriors

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

Unit Size: 10      Points: 100
Battlefield Role: Battleline
Base size: 32mm

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Sunclaw Starhost
 • Sunclaw Temple-host

DESCRIPTION

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

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

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

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

ABILITIES

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

KEYWORDS
ORDER, SERAPHON, SAURUS, SAURUS WARRIORS


8"
1
6+
5
WARSCROLL

Skinks

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

Unit Size: 10      Points: 80
Battlefield Role: Battleline
Base size: 25mm

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Shadowstrike Starhost
 • Shadowstrike Temple-host

DESCRIPTION

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

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

ABILITIES

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

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

KEYWORDS
ORDER, SERAPHON, SKINKS

None


8"
1
6+
5
WARSCROLL

Chameleon Skinks

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

Unit Size: 5      Points: 120
Battlefield Role: None
Base size: 25mm

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Shadowstrike Starhost
 • Shadowstrike Temple-host

DESCRIPTION

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

ABILITIES

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

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

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

Perfect Mimicry: A Chameleon Skink lurking amidst dense terrain is nearly impossible to spot.
Models in this unit that are within 1" of a terrain feature have a ward of 4+.

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

KEYWORDS
ORDER, SERAPHON, SKINK, CHAMELEON SKINKS


8"
4
4+
7
WARSCROLL

Kroxigor

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

Unit Size: 3      Points: 150
Battlefield Role: None
Base size: 50mm

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Thunderquake Starhost
 • Thunderquake Temple-host

DESCRIPTION

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

ABILITIES

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

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

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

KEYWORDS
ORDER, SERAPHON, KROXIGOR


8"
1
4+
5
WARSCROLL

Razordon Hunting Pack

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

Unit Size: 4      Points: 100
Battlefield Role: None
MODELBASE SIZE
Razordon60 x 35mm
Skink Handler25mm

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Thunderquake Starhost
 • Thunderquake Temple-host

DESCRIPTION

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

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

ABILITIES

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

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

KEYWORDS
ORDER, SERAPHON, SKINK, RAZORDON, HUNTING PACK


12"
3
5+
5
WARSCROLL

Ripperdactyl Riders

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

Unit Size: 3      Points: 80
Battlefield Role: None
Base size: 50mm

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Shadowstrike Starhost
 • Shadowstrike Temple-host

DESCRIPTION

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

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

FLY: This unit can fly.

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

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

ABILITIES

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

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

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

KEYWORDS
ORDER, SERAPHON, SKINK, RIPPERDACTYL, RIPPERDACTYL RIDERS


8"
1
4+
5
WARSCROLL

Salamander Hunting Pack

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

Unit Size: 4      Points: 150
Battlefield Role: None
MODELBASE SIZE
Salamander60 x 35mm
Skink Handler25mm

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Thunderquake Starhost
 • Thunderquake Temple-host

DESCRIPTION

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

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

ABILITIES

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

KEYWORDS
ORDER, SERAPHON, SKINK, SALAMANDER, HUNTING PACK


16"
3
6+
5
WARSCROLL

Terradon Riders

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

Unit Size: 3      Points: 100
Battlefield Role: None
Base size: 50mm

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Shadowstrike Starhost
 • Shadowstrike Temple-host

DESCRIPTION

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

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

FLY: This unit can fly.

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

ABILITIES

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

KEYWORDS
ORDER, SERAPHON, SKINK, TERRADON, TERRADON RIDERS


6"
7
4+
8
WARSCROLL

Klaq-Trok

A hulking mass of scale and muscle, Klaq-Trok speaks little even for one of his taciturn breed. Yet when war calls, the saurus is swift to answer, and the savagery with which he annihilates his enemies is wholly inspiring to the Starblood Stalkers.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Celestite Warblade
Celestite Warblade1"53+3+-1
Fearsome Jaws
Fearsome Jaws1"14+3+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 200
Battlefield Role: None
Base size: 32mm
Notes: Single, Unique. Kixi-Taka the Diviner, Klaq-Trok and The Starblood Stalkers must be taken as a set. Although taken as a set, each is a separate unit.

DESCRIPTION

Klaq-Trok is a named character that is a single model. He is armed with a Celestite Warblade and Fearsome Jaws.

ABILITIES

Bolstering Presence: The skinks of the Starblood Stalkers fear no foe as long as Klaq-Trok is nearby.
Friendly STARBLOOD STALKERS units have a Bravery characteristic of 8 while they are wholly within 9" of this model.

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

KEYWORDS
ORDER, SERAPHON, COALESCED, THUNDER LIZARD, SAURUS, HERO, OLDBLOOD, KLAQ-TROK


8"
1
6+
5
WARSCROLL

The Starblood Stalkers

The Starblood Stalkers are a pack of masterful skink hunters who pursue their foes into even the densest terrain before striking. Their cunning, bolstered by the camouflage of the Chameleon Skink Otapatl, has seen them take even the most cautious enemies by surprise.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Meteoric Javelin
Meteoric Javelin8"15+4+-1
Dartpipe
Dartpipe16"23+4+-1
Boltspitter
Boltspitter16"15+5+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Celestite Dagger
Celestite Dagger1"15+5+-1
Moonstone Club
Moonstone Club1"14+3+-1
PITCHED BATTLE PROFILE

Unit Size: 4      Points: 200
Battlefield Role: None
Base size: 25mm
Notes: Single, Unique. Kixi-Taka the Diviner, Klaq-Trok and The Starblood Stalkers must be taken as a set. Although taken as a set, each is a separate unit.

DESCRIPTION

The Starblood Stalkers is a unit that has 4 models. Xepic is armed with a Moonstone Club and Star-buckler; Huachi is armed with a Meteoric Javelin, Celestite Dagger and Starbuckler; Tok is armed with a Boltspitter and Moonstone Club; and Otapatl is armed with a Dartpipe and Celestite Dagger.

ABILITIES

Chameleon Ambush: Chameleon Skinks can blend with their surroundings and go into hiding. Otapatl uses this talent to guide the rest of the Starblood Stalkers to well-chosen hiding places.
Instead of setting up this unit, KIXI-TAKA and KLAQ-TROK on the battlefield, you can place them to one side and say that they are hiding as reserve units. If you do so, at the end of any of your movement phases, you can set up this unit, KIXI-TAKA and KLAQ-TROK on the battlefield more than 9" from any enemy units and wholly within 9" of each other.

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

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

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

KEYWORDS
ORDER, SERAPHON, COALESCED, THUNDER LIZARD, SKINK, STARBLOOD STALKERS


8"
1
6+
5
WARSCROLL

Hunters of Huanchi with Dartpipes

Hunters of Huanchi armed with dartpipes stalk their prey with infinite patience. Able to blend perfectly into their environment, these peerless hunters silently creep up on their targets before unleashing a storm of blowdarts covered in the most potent venoms.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Dartpipe
Dartpipe16"23+3+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Feeble Claws
Feeble Claws1"15+5+-1
PITCHED BATTLE PROFILE

Unit Size: 5      Points: 130
Battlefield Role: None
MODELBASE SIZE
Chameleon Skinks Alpha28.5mm
4 x Chameleon Skinks25mm

Each model in a Hunters of Huanchi with Dartpipes unit is armed with a Dartpipe and Feeble Claws.

CHAMPION: 1 model in this unit can be a Chameleon Skink Alpha. Add 1 to the Attacks characteristic of that model’s Dartpipe.

MUSICIAN: 1 in every 5 models in this unit can be a Hornblower. Add 1 to run rolls and charge rolls for this unit if it includes any Hornblowers.

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

If this unit is on the battlefield at the end of your movement phase, you can remove it from the battlefield and say that it is hiding as a reserve unit. If you do so, at the end of any of your subsequent movement phases, you can set up this unit on the battlefield more than 9" from all enemy units.

Any reserve units in hiding that are not set up on the battlefield before the start of the fourth battle round are destroyed.

Perfect Mimicry: Chameleons lurking amid dense terrain are hard to spot.
This unit is not visible to enemy units that are more than 12" away or while it is in cover.

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

KEYWORDS
ORDER, SERAPHON, SKINK, HUNTERS OF HUANCHI, HUNTERS OF HUANCHI WITH DARTPIPES


8"
1
5+
5
WARSCROLL

Hunters of Huanchi with Starstone Bolas

Sometimes, the task entrusted to a Hunters of Huanchi cohort will force them to close with an enemy. These Seraphon often wield deadly starstone bolas, close-quarters weapons that can explode in bursts of purging starlight.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Starstone Bolas
Starstone Bolas8"13+3+-1
Hunter Javelin
Hunter Javelin8"13+3+-12
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Moonstone Club
Moonstone Club1"24+4+-1
Hunter Javelin
Hunter Javelin2"23+3+-12
PITCHED BATTLE PROFILE

Unit Size: 5      Points: 90
Battlefield Role: None
MODELBASE SIZE
Chameleon Skink Alpha, Huanchi's Claw28.5mm
3 x Chameleon Skinks25mm

Each model in a Hunters of Huanchi with Starstone Bolas unit is armed with a Starstone Bolas and Moonstone Club.

CHAMPION: 1 model in this unit can be a Chameleon Skink Alpha. Add 1 to the Attacks characteristic of that model’s Moonstone Club.

MUSICIAN: 1 in every 5 models in this unit can be a Hornblower. Add 1 to run rolls and charge rolls for this unit if it includes any Hornblowers.

HUANCHI’S CLAW: 1 in every 5 models in this unit can be a Huanchi’s Claw. This model is armed with a Hunter Javelin instead of a Starstone Bolas and Moonstone Club.

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

If this unit is on the battlefield at the end of your movement phase, you can remove it from the battlefield and say that it is hiding as a reserve unit. If you do so, at the end of any of your subsequent movement phases, you can set up this unit on the battlefield more than 9" from all enemy units.

Any reserve units in hiding that are not set up on the battlefield before the start of the fourth battle round are destroyed.

Perfect Mimicry: Chameleons lurking amid dense terrain are hard to spot.
This unit is not visible to enemy units that are more than 12" away or while it is in cover.

Starstone Bolas: A perfectly timed bolas throw can either ensnare an enemy or detonate to leave the foe reeling.
If the unmodified hit roll for an attack made with a Starstone Bolas is 6, the target unit is stunned until the end of the following combat phase. Subtract 1 from hit rolls for attacks made by a unit that is stunned.

KEYWORDS
ORDER, SERAPHON, SKINK, HUNTERS OF HUANCHI, HUNTERS OF HUANCHI WITH STARSTONE BOLAS


12"
2
6+
5
WARSCROLL

Terrawings

Smaller – but no less vicious – cousins of the Terradons, Terrawings are often found accompanying Hunters of Huanchi. Their natural aggression and ear-splitting shrieks can hold the attention of any foe, allowing the skinks to slip away.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Snapping Beak
Snapping Beak1"44+4+-1
PITCHED BATTLE PROFILE

Unit Size: 3      Points: 80
Battlefield Role: None
Base size: 32mm

Each model in a Terrawings unit is armed with a Snapping Beak.

FLY: This unit can fly.

Nerve-shredding Screeches: Despite their small stature, the shrill cries of a Terrawing flock can cause disarray across the enemy line as orders are drowned out by the cacophony.
In the shooting phase, you can pick 1 enemy unit within 12" of this unit and roll 2D6. If the roll is higher than that unit’s Bravery characteristic, that enemy unit cannot issue or receive commands until the end of the turn.

Symbiotic Relationship: Terrawings are often used by Hunters of Huanchi cohorts to surprise and confuse the enemy when they spring their ambush.
During deployment, instead of setting up this unit on the battlefield, if you have any HUNTERS OF HUANCHI units in reserve, you can place this unit to one side and say that it is hiding as a reserve unit. If you do so, at the end of your movement phase, you can set up this unit on the battlefield, within 3" of a friendly HUNTERS OF HUANCHI unit and more than 9" from all enemy units.

KEYWORDS
ORDER, SERAPHON, TERRAWINGS

Behemoth


5"
10
6
WARSCROLL

Bastiladon

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

Unit Size: 1      Points: 180/260
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single,
  • If a Bastiladon is equipped with an Ark of Sotek it costs 180 points.
  • If a Bastiladon is equipped with a Solar Engine it costs 260 points.

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Thunderquake Starhost
 • Thunderquake Temple-host
 • The Celestial Stampede

DESCRIPTION

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

ABILITIES

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

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

KEYWORDS
ORDER, SERAPHON, SKINK, MONSTER, BASTILADON


10
4+
5
WARSCROLL

Stegadon

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

Unit Size: 1      Points: 270
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single. Battleline in a Thunder Lizard army

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Thunderquake Starhost
 • Thunderquake Temple-host
 • The Celestial Stampede

DESCRIPTION

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

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

ABILITIES

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

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

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

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

KEYWORDS
ORDER, SERAPHON, SKINK, MONSTER, STEGADON


35
4+
8
WARSCROLL

Dread Saurian

Considered by the Seraphon to be living icons of the Old Ones, Dread Saurians are savage leviathans unleashed only as weapons of last resort. Their capacity for primal violence, not to mention their heart-stopping roar, has sent entire enemy armies into retreat.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Gargantuan Jaws
Gargantuan Jaws2"34+3+-2
Raking Claws
Raking Claws2"63+-12
Armoured Tail
Armoured Tail2"14+3+-1D6
DAMAGE TABLE
Wounds SufferedMoveGargantuan JawsRaking Claws
0-1810"62+
19-249"53+
25-308"43+
31+7"34+
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 545
Battlefield Role: Behemoth
Base size: 280 x 210mm
Notes: Single

DESCRIPTION

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

ABILITIES

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

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

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

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

KEYWORDS
ORDER, SERAPHON, MONSTER, DREAD SAURIAN


14
3+
10
WARSCROLL

Carmine Dragon*

The Carmine Dragon is a creature saturated with the arcane power of Shyish, its claws and fangs rippling with amethyst magic. With every roar, it unleashes deadly blasts of dark energy that strip its terrified victims of their souls.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Soul-sheering Blast
Soul-sheering Blast12"1
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Raking Claws
Raking Claws2"4+3+-22
Amethyst Fangs
Amethyst Fangs3"33+-2D6
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
DAMAGE TABLE
Wounds SufferedMoveRaking ClawsAmethyst Fangs
0-616"82+
7-914"73+
10-1111"64+
12+9"55+
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 475
Battlefield Role: Behemoth
Base size: 100mm
Notes: Single

DESCRIPTION

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

FLY: This model can fly.

MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the ORDER keyword.

ABILITIES

Deathly Dark Scales: The Carmine Dragon’s hide is nigh-on impenetrable to all but the strongest of blows.
This model has a ward of 5+.

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

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

KEYWORDS
ORDER, DRAGON, MONSTER, CARMINE DRAGON


14
3+
6
WARSCROLL

Dread Maw*

Dread Maws are massive reptilian worms that spend most of their lives below ground, only surfacing to hunt. They use their hard rock-like coils to bind and crush their prey, and are able to tunnel through rock and soil as a fish swims through water.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Slime Spray
Slime Spray12"14+3+-2D6
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Cavernous Maw
Cavernous Maw3"33+2+D6
Writhing Coils
Writhing Coils2"4+4+-11
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
DAMAGE TABLE
Wounds SufferedMoveCavernous MawWrithing Coils
0-614"-33D6
7-812"-22D6
9-1010"-2D6
11+8"-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 495
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single

DESCRIPTION

A Dread Maw is armed with a Cavernous Maw, Writhing Coils and Slime Spray.

MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the DESTRUCTION or ORDER keyword.

ABILITIES

Devourer From Below: The Dread Maw’s ability to burrow through the ground means that it can emerge from any part of a battlefield without hindrance, taking its prey by surprise.
During deployment, instead of setting up this model on the battlefield, you can place it to one side and say that it is tunnelling through the earth in reserve. If you do so, at the end of your second movement phase, you must set up this model anywhere on the battlefield more than 9" from all enemy units.

Impenetrable Hide: Long exposure to the taint left behind from the Age of Chaos has made the armoured scales of Dread Maws all but impervious to harm.
This model has a ward of 5+.

Tunnel Worm: The Dread Maw grinds through rock and soil without resistance.
When this model makes a move, it can pass across terrain features and other models in the same manner as a model that can fly.

Yawning Maw: Their circular mouths studded with rows of sickle-shaped teeth, Dread Maws can swallow a fully armoured man whole.
Add 1 wound rolls for attacks made a Cavernous Maw if the target unit has a Wounds characteristic of 2 or less.

KEYWORDS
MONSTER, DREAD MAW


14
10
WARSCROLL

Incarnate Elemental of Beasts*

Elementals of Beasts are gruesome fusions of meat and bone, bound together and given will by the raw magic of Ghur. Savage beyond imagining, they slash and gore their way through whole armies, reducing their enemies to mutilated heaps of flesh.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Amber Breath
Amber Breath12"D65+3+-2D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Savage Talons
Savage Talons2"3+4+-21
Impaling Horns
Impaling Horns2"44+3+-1D3
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
DAMAGE TABLE
Wounds SufferedMoveSaveSavage Talons
0-510"3+12
6-88"4+10
9-117"4+8
12+6"5+6
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 325
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single

DESCRIPTION

An Incarnate Elemental of Beasts is armed with Savage Talons, Impaling Horns and Amber Breath.

MONSTROUS ALLY: This unit can be included as an allied unit in any army whose general has the DESTRUCTION or ORDER keyword.

ABILITIES

Savage Frenzy: These creatures are at their most dangerous in their final moments, lashing out at their enemies in vengeful hatred.
If this model is slain, before removing it from play, it can fight. This model is then removed from play.

Howl of the Great Beast: The howl of an Incarnate Elemental of Beasts can freeze the blood of all who hear it.
Subtract 1 from the Bravery characteristic of enemy units while they are within 8" of this model.

Incarnate of Ghur: Incarnate Elementals are able to draw upon the energies from their realm to increase their strength.
Add 1 to wound rolls for attacks made by this model if it is within 1" of any terrain features with the Arcane or Mystical scenery rule from the Mysterious Terrain table (core rules, 28.1.3).

The Lure of Spilt Blood: The potent aroma of freshly spilt blood sends these creatures into a frenzy.
You can re-roll charge rolls for this model if it is within 12" of any enemy models that have any wounds allocated to them.

KEYWORDS
GHUR, MONSTER, INCARNATE ELEMENTAL OF BEASTS


14
10
WARSCROLL

Incarnate Elemental of Fire*

An Incarnate Elemental of Fire is a magical creature formed from the wantonly destructive forces of Aqshy, the Realm of Fire. It appears as a great burning figure of cindered flesh engulfed in robes of furnace-hot flames.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Fiery Bolts
Fiery Bolts18"4+4+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Tendrils of Fire
Tendrils of Fire2"63+4+-1
Burning Lance
Burning Lance3"33+2+-22
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
DAMAGE TABLE
Wounds SufferedMoveSaveFiery Bolts
0-38"3+10
4-67"4+8
7-96"4+6
10-125"5+4
13+4"6+2
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 325
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single

DESCRIPTION

An Incarnate Elemental of Fire is armed with Tendrils of Fire, a Burning Lance and Fiery Bolts.

MONSTROUS ALLY: This unit can be included as an allied unit in any army whose general has the DESTRUCTION or ORDER keyword.

ABILITIES

Ashes to Ashes: The burning power of an Incarnate Elemental of Fire is no natural flame, but an insidious and almost wilfully destructive arcane force that eats into anything it touches, destroying them from within.
If the unmodified hit roll for an attack made by this model is 6, double the weapon’s Damage characteristic for that attack.

Gift of Elemental Fire: The very presence of an Incarnate Elemental of Fire brings destruction, as the heat that radiates off its form is enough to scorch metal and kindle flesh into bright flame.
At the end of the combat phase, roll a dice for each enemy unit within 3" of this model. On a 2+, that unit suffers D3 mortal wounds.

Incarnate of Aqshy: Incarnate Elementals are able to draw upon the energies from their realm to heal their bodies and increase their strength.
Add 1 to wound rolls for attacks made by this model if it is within 1" of any terrain features with the Arcane or Mystical scenery rule from the Mysterious Terrain table (core rules, 28.1.3).

KEYWORDS
AQSHY, MONSTER, INCARNATE ELEMENTAL OF FIRE


20
4+
6
WARSCROLL

Magma Dragon*

These primordial beasts are among the most malevolent of dragon kind. Their gullet burns with the intensity of a raging volcano, and when roused to wrath they incinerate their foes with jets of flame, or else tear them to shreds with their enormous claws and fangs.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Brimstone Dragonfire
Brimstone Dragonfire18"1
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Furnace-hot Jaws
Furnace-hot Jaws3"43+2+D6
Crushing Claws
Crushing Claws2"4+3+-12
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
DAMAGE TABLE
Wounds SufferedMoveFurnace-hot JawsCrushing Claws
0-1016"-38
11-1314"-37
14-1612"-26
17+10"-25
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 585
Battlefield Role: Behemoth
Base size: 160mm
Notes: Single

DESCRIPTION

A Magma Dragon is armed with Furnace-hot Jaws, Crushing Claws and Brimstone Dragonfire.

MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the DESTRUCTION or ORDER keyword.

FLY: This model can fly.

ABILITIES

Brimstone Dragonfire: Unleashing the heat within, the Magma Dragon spews gouts of whitehot fire upon its prey.
Do not use the attack sequence for an attack made with this model’s Brimstone Dragonfire. Instead, roll a dice. On a 2+, the target unit suffers D6 mortal wounds. If the target unit has 10 or more models, it suffers 2D6 mortal wounds instead of D6.

Burning Blood: The lifeblood that flows through Magma Dragons is molten rock. To spill it is akin to standing beside a volcanic eruption.
Roll a dice each time a wound or mortal wound that was caused by a melee weapon is allocated to this model. On a 4+, the attacking unit suffers 1 mortal wound. On a 6, the attacking unit suffers D3 mortal wounds instead.

KEYWORDS
DRAGON, MONSTER, MAGMA DRAGON


12
4+
5
WARSCROLL

Merwyrm*

Merwyrms are nightmarish creatures able to traverse both land and sea. Harbouring a malice cultivated in their endless struggle for survival upon the ocean floor, they loose this hatred upon any foolish enough to go into battle against them.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Chill Breath
Chill Breath8"64+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Hideous Jaws
Hideous Jaws1"33+3+D3
Powerful Tail
Powerful Tail2"14+3+-1
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
DAMAGE TABLE
Wounds SufferedMoveHideous JawsPowerful Tail
0-58"-36
6-77"-2D6
8-96"-2D3
10+5"-12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 280
Battlefield Role: Behemoth
Notes: Single

DESCRIPTION

A Merwyrm is armed with Chill Breath, Hideous Jaws and a Powerful Tail.

MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the DESTRUCTION or ORDER keyword.

ABILITIES

Abyssal Predator: The Merwyrm’s usual prey are the leviathans of the deep, and they have a talent for latching onto their quarry and tearing away great chunks of flesh.
If the unmodified wound roll for an attack made with this model’s Hideous Jaws is 6, the Damage characteristic of that weapon for that attack is D6 instead of D3.

Stench of the Deep: The air around this beast is filled with an unholy stench of rotting flesh and brackish filth. This putrid smell upturns stomachs and stings eyes, weakening and blinding its enemies before they can attack.
Subtract 1 from hit rolls for attacks made with melee weapons that target this model.

Unnatural Metabolism: The Merwyrm’s cavernous jaws are so huge that stories abound of its ability to swallow a person whole, its wounds sealing each time it devours an unfortunate victim.
At the end of the combat phase, if any enemy models were slain by wounds inflicted by this model’s attacks in that combat phase, you can heal up to D3 wounds allocated to this model.

KEYWORDS
MONSTER, MERWYRM

Faction Terrain Feature


FACTION TERRAIN WARSCROLL

Realmshaper Engine

There are no lengths the Seraphon will not go to in order to see the Great Plan fulfilled. At a Starmaster’s decree, Realmshaper Engines are deployed to remake reality in line with the Old Ones’ will, rendering the lands a primordial haven for the lizardfolk and a sweltering, inhospitable nightmare for their foes.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 0
Battlefield Role: Faction Terrain Feature
Base size: Use model

FACTION TERRAIN: Only Seraphon armies can include this faction terrain feature.

SET-UP: After territories are determined, you can set up this faction terrain feature wholly within your territory and more than 3" from all objectives and other terrain features. If these restrictions mean you cannot set up this faction terrain feature, you can remove 1 terrain feature that is wholly or partially within your territory and attempt to set up this faction terrain feature again. If it is still impossible to set up this faction terrain feature, then it is not used. If both players can set up faction terrain features at the same time, they must roll off and the winner chooses who sets up their faction terrain features first.

DEFENSIBLE: This terrain feature is a defensible terrain feature that can be garrisoned by up to 15 models.

Power Unleashed: The waves of power that spread from an activated Realmshaper Engine bring the surrounding landscape to violent life.
In your hero phase, if this terrain feature is garrisoned by a friendly SERAPHON WIZARD or friendly SERAPHON PRIEST, you can pick 1 other terrain feature on the battlefield and roll a dice for each enemy unit within 3" of that terrain feature. Add 2 to the roll if that terrain feature is within 18" of this terrain feature, and subtract 2 from the roll if that terrain feature is more than 36" from this terrain feature. On a 4+, that enemy unit suffers D3 mortal wounds.

Warscroll Battalion


Warscroll Battalion

Eternal Starhost

In a brilliant flash of starlight, an Eternal Starhost arrives to enact the will of the Old Ones. Within its ranks can be found cohort after cohort of Seraphon and reptilian monsters whose scales shine with the light of the heavens. While the saurus carve apart the enemy with merciless efficiency and the skinks launch sudden hit-and-run attacks, the leaders of the Starhost tap into the celestial power that surrounds their warriors to call forth constant reinforcements from their temple-ships in High Azyr.
ORGANISATION
 • 1 SLANN, Skink Starseer or Skink Oracle on Troglodon
 • 1 Eternity Warden
 • 3 Saurus Guard units
 • 2+ Sunclaw Starhosts
 • 1+ Firelance Starhosts
 • 2+ Shadowstrike Starhosts
 • 1+ Thunderquake Starhosts
This battalion can only be included in a Starborne army.
PITCHED BATTLE PROFILE

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

ABILITIES

Celestial Reinforcement: The concentrated Azyrite energies of an Eternal Starhost act as a beacon, allowing its master to summon further warriors from their temple-fleet with incredible ease.
At the start of your hero phase, you receive D3 celestial conjuration points if the SLANN, STARSEER or ORACLE from this battalion is on the battlefield.


Warscroll Battalion

Eternal Temple-host

The pounding drums of war herald the arrival of an Eternal Temple-host. A mighty assemblage of Coalesced Seraphon, these reptilian warriors fall upon their enemies with unrelenting aggression. Sunclaw Temple-hosts tear through the foe’s armoured elite, while their Thunderquake and Firelance brethren launch charge after devastating charge. As the Shadowstrike Temple-hosts spring cunning ambushes, the mystical master of the army watches on, tapping into the power of the Astromatrix to remake the land to better serve the Seraphon.
ORGANISATION
 • 1 SLANN, Skink Starseer or Skink Oracle on Troglodon
 • 1 Eternity Warden
 • 3 Saurus Guard units
 • 2+ Sunclaw Temple-hosts
 • 1+ Firelance Temple-hosts
 • 2+ Shadowstrike Temple-hosts
 • 1+ Thunderquake Temple-hosts
This battalion can only be included in a Coalesced army.
PITCHED BATTLE PROFILE

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

ABILITIES

Primal Vistas: The energy of the Astromatrix radiates from an Eternal Temple-host, reshaping the lands it passes through.
If the SLANN, STARSEER or ORACLE from this battalion is on the battlefield, the Primeval Domain battle trait applies to all terrain features, not just those in your territory.


Warscroll Battalion

Firelance Starhost

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

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

BATTALIONS

This warscroll battalion can be used in the following warscroll battalions:
 • Eternal Starhost

ABILITIES

Blazing Cohorts: Firelance Starhosts are saturated with the magic of Azyr, causing their weapons to burn with cerulean flames.
If the unmodified wound roll for an attack made with a Celestite weapon by a unit from this battalion is 6, that attacks inflicts 1 mortal wound on the target in addition to any normal damage.


Warscroll Battalion

Firelance Temple-host

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

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

BATTALIONS

This warscroll battalion can be used in the following warscroll battalions:
 • Eternal Temple-host

ABILITIES

Savage Hunters: The Scar-Veteran of a Firelance Temple-host leads from the front, setting a ferocious pace for his fellow riders and driving them towards the foe with terrifying speed.
Add 3 to run and charge rolls for units from this battalion that are wholly within 18" of the SCAR-VETERAN from the same battalion.


Warscroll Battalion

Shadowstrike Starhost

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

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

BATTALIONS

This warscroll battalion can be used in the following warscroll battalions:
 • Eternal Starhost

ABILITIES

Strike from the Stars: A subtle shifting of the heavens is the only warning of a Shadowstrike Starhost assault.
Instead of setting up a unit from this battalion on the battlefield, you can place it to one side and say that it is waiting in the stars as a reserve unit. At the end of any of your movement phases, you can set up any of those units on the battlefield more than 9" from any enemy units. Reserve units that are not set up on the battlefield before the start of the fourth battle round are slain.


Warscroll Battalion

Shadowstrike Temple-host

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

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

BATTALIONS

This warscroll battalion can be used in the following warscroll battalions:
 • Eternal Temple-host

ABILITIES

The Trap is Sprung: At an unspoken command from their leader, the skinks of a Shadowstrike Temple-host attack from carefully prepared ambush sites, swiftly overwhelming their chosen prey.
In your hero phase, pick 1 enemy unit that is visible to the STARPRIEST or PRIEST from this battalion. Until your next hero phase, add 1 to hit rolls for attacks made by units from this battalion that target that unit.


Warscroll Battalion

Sunclaw Starhost

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

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

BATTALIONS

This warscroll battalion can be used in the following warscroll battalions:
 • Eternal Starhost

ABILITIES

Star-charged Celestite: The celestite weapons carried by the warriors of a Sunclaw Starhost are supercharged with the power of Azyr.
Improve the Rend characteristic of Celestite weapons used by units from this battalion by 1.


Warscroll Battalion

Sunclaw Temple-host

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

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

BATTALIONS

This warscroll battalion can be used in the following warscroll battalions:
 • Eternal Temple-host

ABILITIES

Ferocity Unbound: The predatory instincts of Coalesced saurus are driven to new heights when they are led into battle by the mightiest of their number.
Improve the Rend characteristic of Jaws weapons used by units from this battalion by 1.


Warscroll Battalion

Thunderquake Starhost

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

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

BATTALIONS

This warscroll battalion can be used in the following warscroll battalions:
 • Eternal Starhost

ABILITIES

Celestial Surge: The great beasts of the Starborne are almost invincible when they march forth as a pack, and even more so in the presence of the slann that summoned them to battle.
In your hero phase, you can heal 1 wound allocated to each unit from this battalion. If the unit is wholly within 18" of a friendly SLANN, heal D3 wounds instead of 1.


Warscroll Battalion

Thunderquake Temple-host

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

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

BATTALIONS

This warscroll battalion can be used in the following warscroll battalions:
 • Eternal Temple-host

ABILITIES

Beastmasters: The skinks of a Thunderquake Templehost have an affinity with the reptilian beasts under their control, and know precisely how to get the best from them in battle.
In your hero phase, declare if this battalion will be swift or savage. If you choose for it to be swift, until your next hero phase, units from this battalion can run and still shoot and/or charge in the same turn. If you choose savage, until your next hero phase, add 1 to the Attacks characteristic of melee weapons used by units from this battalion.


Warscroll Battalion

The Celestial Stampede

Few skinks possess as much knowledge of the Old Ones’ strange technologies as Iq-To, master of the Celestial Stampede. At the command of the slann, the venerable Starwarden leads forth thundering hosts of weapon-bearing warbeasts to purge the Seraphon’s foes.
ORGANISATION
 • 1 Stegadon with Skink Chief (Starwarden Iq-To)
 • 1 Engine of the Gods or Stegadon
 • 1 Bastiladon
The Stegadon with Skink Chief from this battalion is a Unique named character. All units in this battalion must have the THUNDER LIZARD keyword.
PITCHED BATTLE PROFILE

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

ABILITIES

Ancient Talepotec: Iq-To is carried into battle by Talepotec, a belligerent old Stegadon greatly revered by the Seraphon of the Thunder Lizard.
Starwarden Iq-To has the Prime Warbeast command trait from Battletome: Seraphon even if he is not your general.

Lance of Cosmic Power: When Iq-To gives the command, the most potent weapons in the Celestial Stampede fire as one, their beams coalescing into a devastating lance of cosmic power.
Once per battle, at the start of your shooting phase, you can say that this battalion is going to shoot a Lance of Cosmic Power. If you do so, you cannot make cosmic engine rolls for units from this battalion in that phase, and you cannot use the Trove of Old One Technology command ability in that phase. Instead, pick 1 enemy unit within 24" of Starwarden Iq-To and roll 1 dice for each ENGINE OF THE GODS from this battalion that is within 24" of that enemy unit, and roll 2 dice for each BASTILADON armed with a Solar Engine from this battalion that is within 24" of that enemy unit. For each 2+, that enemy unit suffers D3 mortal wounds.

Regiment of Renown


Regiment of Renown

Elthwin’s Thorns

The soulpod grove in which Elthwin’s lamentiri was incubated was ransacked by ghouls and touched with maddening energies. Over time, the spirit-song that naturally envelops her fellow Sylvaneth has become torturously faint to Elthwin, and it is only the Arch-Revenant’s strength of will that has staved off insanity.
ORGANISATION
 • 1 Arch-Revenant (Leader)
 • 5 Gossamid Archers
If your army has an ORDER general but is not a Sylvaneth army, you can include this regiment of renown. If you do so, no other allied units can be included in your army. You can include this regiment of renown in your army even if its points value exceeds the amount allowed for allied units.
ABILITIES

Gossamid Champion: Elthwin has fought alongside her Gossamid Archers innumerable times. Under her command, their arrows unerringly strike the weak points of their targets.
Add 1 to wound rolls for attacks made by the GOSSAMID ARCHERS unit in this regiment of renown while it is wholly within 12" of the ARCH-REVENANT in this regiment of renown.

Flight of the Zephyrspites: In their effort to return to Alarielle’s court, Elthwin’s Thorns are carried by swift and loyal Zephyrspites.
If the GOSSAMID ARCHERS unit in this regiment of renown is within 3" of the ARCH-REVENANT in this regiment of renown when you roll a 2+ to retreat using its Zephyrspites ability, instead of retreating, you can remove both units from the battlefield, then immediately set them up again so that the GOSSAMID ARCHERS unit is wholly within 3" of a terrain feature, the ARCH-REVENANT is wholly within 3" of the GOSSAMID ARCHERS unit, and both units are more than 9" from all enemy units.


Regiment of Renown

Norgrimm’s Rune Throng

Once, Clan Arzabul were nobles amongst the Khazalid Empire. Yet the fall of that kingdom quashed their fortunes. Rather than succumb to despair, the Runelord Norgrimm leads the survivors to search the ruined karaks for valuable rune-lore. Amongst this recovered knowledge is the Rune of Restored Hearth.
ORGANISATION
 • 1 Runelord (Leader)
 • 10 Irondrakes
 • 10 Longbeards
If your army has an ORDER general but is not a Cities of Sigmar army, you can include this regiment of renown. If you do so, no other allied units can be included in your army. You can include this regiment of renown in your army even if its points value exceeds the amount allowed for allied units.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 340
Battlefield Role: Warscroll Battalion
Notes: Unique, Single. These units must be taken as a set referred to as Norgrimm’s Rune Throng. Although taken as a set, each is a separate unit.

ABILITIES

Rune of Restored Hearth: Each time he strikes this rune, Norgrimm and his kin are one step closer to the restoration of their ancient glory, and they’ll be damned if anyone tries to set them back.
Once per battle, in your hero phase, you can pick 1 objective within 6" of the RUNELORD in this regiment of renown and say Norgrimm will strike the Rune of Restored Hearth. If you do so, for the rest of the battle, models in this regiment of renown count as 2 models for the purposes of contesting that objective, and their unit has a ward of 5+ while they are contesting that objective.
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).
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. Units cannot run if they are within 3" of an enemy unit.
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.
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).

The SAURUS keyword is used in the following Seraphon warscrolls:

Leader, Behemoth
Leader
Battleline
None

The SAURUS keyword is used in the following Seraphon warscrolls:

Leader, Behemoth
Leader
Battleline
None

The CARNOSAUR keyword is used in the following Seraphon warscrolls:

Leader, Behemoth

The MONSTER keyword is used in the following Seraphon warscrolls:

Leader, Behemoth
Artillery, Leader, Behemoth
Behemoth
• Merwyrm

The OLDBLOOD keyword is used in the following Seraphon warscrolls:

Leader, Behemoth
Leader
None
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.
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 SCAR-VETERAN keyword is used in the following Seraphon warscrolls:

Leader, Behemoth
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.
19.3.2 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.
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.
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.
14.5 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.
Arcane Bolt
The caster calls forth a ball of crackling arcane energy that hovers above their outstretched hand, ready to be hurled at a foe.
Arcane Bolt is a spell that has a casting value of 5 and a range of 12". If successfully cast, at the start of any 1 phase before your next hero phase, you can pick 1 enemy unit within range and visible to the caster. That unit suffers 1 mortal wound. If that unit is within 3" of the caster, it suffers D3 mortal wounds instead of 1.
Mystic Shield
The caster conjures up a shield of shimmering energy to protect themselves or an ally from harm.
Mystic Shield is a spell that has a casting value of 5 and a range of 12". If successfully cast, pick 1 friendly unit wholly within range and visible to the caster. Add 1 to save rolls for attacks that target that unit until your next hero phase.

The WIZARD keyword is used in the following Seraphon warscrolls:

Leader, Behemoth
Leader
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.
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.
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).
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.
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.

The STEGADON keyword is used in the following Seraphon warscrolls:

Leader, Behemoth
Artillery, Leader, Behemoth
Behemoth

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

Leader, Behemoth
Artillery, Leader, Behemoth

The STEGADON keyword is used in the following Seraphon warscrolls:

Leader, Behemoth
Artillery, Leader, Behemoth
Behemoth

The SLANN keyword is used in the following Seraphon warscrolls:

Leader

The PRIEST keyword is used in the following Seraphon warscrolls:

Artillery, Leader, Behemoth
Leader
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.

The RIPPERDACTYL keyword is used in the following Seraphon warscrolls:

Leader
None

The RIPPERDACTYL keyword is used in the following Seraphon warscrolls:

Leader
None

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

Leader, Behemoth
Leader

The SAURUS GUARD keyword is used in the following Seraphon warscrolls:

Battleline

The COLD ONE keyword is used in the following Seraphon warscrolls:

Leader
Battleline

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

Leader, Behemoth
Leader

The ORACLE keyword is used in the following Seraphon warscrolls:

Leader, Behemoth
13.1.1 Shooting Attacks
When a friendly unit shoots, you can make shooting attacks with any of the missile weapons the models in the unit are armed with that they are allowed to use (including missile weapons used by mounts).

The target of a shooting 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 range must be measured to the closest visible model in the target unit (if you are unsure whether a model is visible, stoop down and take a look from behind the shooting model). Models can see through other models in their unit.

Some missile weapons have a Range characteristic with a minimum range (e.g. 6"-48"). Units wholly within the minimum range cannot be targeted with these weapons.

The SLANN keyword is used in the following Seraphon warscrolls:

Leader

The STARMASTER keyword is used in the following Seraphon warscrolls:

Leader

The TERRADON RIDERS keyword is used in the following Seraphon warscrolls:

None

The TERRADON keyword is used in the following Seraphon warscrolls:

Leader
None

The STARBLOOD STALKERS keyword is used in the following Seraphon warscrolls:

None
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.
14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound. Abilities of this type are referred to as wards, and the dice roll is referred to as a ward roll. Unless stated otherwise, the ward roll is made before the wound is allocated to the model in question. Up to 1 ward roll can be made for each wound or mortal wound. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model.

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

None

The RIPPERDACTYL RIDERS keyword is used in the following Seraphon warscrolls:

None

The KIXI-TAKA keyword is used in the following Seraphon warscrolls:

Leader

The KLAQ-TROK keyword is used in the following Seraphon warscrolls:

None
17.1.1 Cover
A target unit is in cover if all of the models in the unit are wholly on a terrain feature or behind a terrain feature. Add 1 to save rolls for attacks that target a unit that is in cover. A unit that has a Wounds characteristic of 10 or more or that has made a charge move in the same turn does not receive the benefit of being in cover.

The HUNTERS OF HUANCHI keyword is used in the following Seraphon warscrolls:

None

The DRAGON keyword is used in the following Seraphon warscrolls:

Behemoth
1.5.3 Rolling Off
Sometimes a rule may require the players to roll off. To roll off, each player rolls a dice, and whoever rolls highest wins. If a roll-off is tied, roll off again. You cannot re-roll or modify the dice when you roll off.

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

Artillery, Leader, Behemoth
Leader

The STARSEER keyword is used in the following Seraphon warscrolls:

Leader

The STARPRIEST keyword is used in the following Seraphon warscrolls:

Leader

The ENGINE OF THE GODS keyword is used in the following Seraphon warscrolls:

Artillery, Leader, Behemoth

The BASTILADON keyword is used in the following Seraphon warscrolls:

Behemoth
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. Units cannot retreat if they are not within 3" of an enemy unit.

Disable Ads



Boosty subscribers may disable ads:
1. Enter e-mail you have used to login on Boosty.
2. Press Get pin code button (if you don’t have it already)
3. Enter pin code.

Note that login database updated once a day. So, if you are a new booster - try tomorrow. And thank you!
© Vyacheslav Maltsev 2013-2023