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

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


Books

BookKindEditionLast update
  Seraphon
  SeraphonBattletome3April 2024
  Battlescroll: Impending Vermindoom
  Battlescroll: Impending VermindoomRulebook3April 2024
  Dawnbringers Book III: The Long Hunt
  Dawnbringers Book III: The Long HuntExpansion3April 2024
  Regiments of Renown
  Regiments of RenownWarscroll3February 2024
  Dawnbringers Book I: Harbingers
  Dawnbringers Book I: HarbingersExpansion3June 2023
  Broken Realms: Be’lakor
  Broken Realms: Be’lakorExpansion2July 2022
  Compendium: Monstrous Arcanum
  Compendium: Monstrous ArcanumExpansion3August 2021
  Warhammer Legends: Monstrous Arcanum
  Warhammer Legends: Monstrous ArcanumExpansion3August 2021

Designers’ Commentary

Battletome: Seraphon

Q:When determining how many dice to roll for the Saurus Scar-Veteran on Carnosaur’s Maim and Tear ability, do I roll 1 dice for each wound that has been allocated to that enemy unit during the battle or 1 dice for each wound currently allocated to that unit?
A:
Roll 1 dice for each wound currently allocated to that unit.
Q:Are the ‘Jaws’ abilities of various units (such as the Saurus Jaws, Vice-like Jaws and Mighty Saurus Jaws) used before or after wounds are allocated by their combat attacks and slain models are removed from play?
A:
Before.
Q:If the spell Primordial Mire is cast (see Skink Oracle on Troglodon), are units that were not within 3" of the objective or terrain feature picked when the spell was cast, but later move to be within 3" of that objective or terrain feature, affected by the spell’s effects?
A:
No. When the spell is cast, units within 3" of the objective or terrain feature that was picked are affected by the spell for its duration. No other units are affected by the spell. Note that affected units are affected for the spell’s duration even if they move more than 3" away from the objective or terrain feature that was picked.

Allies

FACTIONALLIES
SeraphonCities of Sigmar, Stormcast Eternals

Seraphon Armies

There are 2 different types of Seraphon army, and you must decide which type your Seraphon army will be. The 2 types of Seraphon army are a Starborne army or a Coalesced army.

If you choose a Starborne army, all SERAPHON units in the army gain the STARBORNE keyword, with the exception of units that already have the COALESCED keyword on their warscroll. If you choose a Coalesced army, all SERAPHON units in the army gain the COALESCED keyword, with the exception of units that already have the STARBORNE keyword on their warscroll. Record your choice on your army roster.

Each type of Seraphon army has its own battle traits and enhancements and does not use the battle traits or enhancements of the other.

Starborne Battle Traits

Starborne Constellations

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

You can pick 1 of the following subfactions for your army (core rules, 27.2.1). All STARBORNE units in your army gain the keyword of the subfaction you picked, and you can use the allegiance abilities for that subfaction. If a unit already has a different subfaction keyword on its warscroll, it cannot gain another one. This does not preclude you from including the unit in your army, but you cannot use the allegiance abilities for its subfaction.

Lords of Space and Time

Starborne slann are masters of cosmic sorcery, possessing nearly limitless arcane insight and able to send their warriors through pathways in reality’s skin in the blink of an eye.

At the start of your hero phase, you can carry out one of the following heroic actions with a friendly STARBORNE SLANN instead of any other heroic action you can carry out with that HERO.

HEROIC ACTIONS
Contemplations of the Ancient Ones: Pick 1 friendly STARBORNE SLANN. Replace 1 spell that they know from the Lore of Celestial Domination with another spell from that table.
Spatial Translocation: Pick 1 friendly STARBORNE SLANN, and then pick 1 other friendly STARBORNE unit wholly within 12" of them. Remove that other STARBORNE unit from the battlefield and set it up again on the battlefield more than 9" from all enemy units. That unit cannot move in the following movement phase.

Cosmic Power

Drawing on the power of Azyr, the Starborne harness celestial energies to further their designs for reality.

If you have a Starborne army, the following are considered to be cosmic nodes:
During the battle, you will be able to receive cosmic power points (CPP) to spend on abilities and summoning units to the battlefield.

You begin the battle with 0 cosmic power points.

At the start of your hero phase, you receive 1 cosmic power point for each friendly STARBORNE WIZARD or friendly STARBORNE ASTROLITH BEARER on the battlefield. In addition, you receive 1 cosmic power point each time a friendly STARBORNE WIZARD successfully casts a spell that is not unbound, successfully unbinds a spell or successfully dispels an endless spell.

SPENDING COSMIC POWER POINTS

In your hero phase, you can spend your cosmic power points on any of the following abilities. You can only use the ability if you have enough cosmic power points to do so, and the same ability cannot be used more than once each phase.

Azure Light

Portions of the battlefield are bathed in the energies of the cosmos, knitting together the halfethereal forms of Starborne warriors.

You must spend 5 cosmic power points to use this ability. You can return D3 slain models to each friendly STARBORNE unit with a Wounds characteristic of 1 or 2 that is wholly within 12" of any friendly cosmic nodes. Roll separately for each unit.

Protection of the Old Ones

The starhost’s Astroliths begin to thrum with eldritch power, enveloping the assembled Seraphon in protective star-energies.

You must spend 10 cosmic power points to use this ability. Until the start of your next hero phase, friendly units affected by the Revivifying Energies ability have a ward of 5+ instead of 6+.

Cleanse the Realms

Novas of scouring energy begin to coalesce and swirl above the Seraphon, at last erupting outwards with obliterating force to wipe away the impure.

You must spend 15 cosmic power points to use this ability. Roll a dice for each enemy unit within 12" of any friendly cosmic nodes. On a 2+, that unit suffers a number of mortal wounds equal to the roll.


SUMMONING SERAPHON

At the end of your movement phase, you can spend your cosmic power points to summon 1 unit from the following list and add it to your army. Each unit you summon costs the number of cosmic power points shown on the list, and you can only summon the unit if you have enough cosmic power points to do so. Units must be set up more than 9" from all enemy units and wholly within 12" of a friendly cosmic node.

Starborne Enhancements

Starborne Command Traits


Starmaster Disciplines

SLANN only.

Arcane Might

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

This general can control up to 3 predatory endless spells per hero phase. In addition, when this general casts a spell that summons an endless spell, the range of that spell is doubled.

Higher State of Consciousness

So deep are the Starmaster’s thoughts that their body becomes a ghostly image as it slips from this reality.

Ignore modifiers (positive and negative) to save rolls for attacks that target this general.

Lord of Celestial Resonance

This slann is so attuned to the energies of the heavens that they can manipulate them with a mere thought.

The first time each phase that this general either successfully casts a spell that is not unbound, successfully unbinds a spell or successfully dispels an endless spell, you receive 2 cosmic power points instead of 1.

Vast Intellect

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

This general knows 2 extra spells from the Lore of Celestial Domination.


Celestial Attendants

SKINK only.

Master of Star-rituals

Azyr’s light shines brightly on this skink.

WIZARD only. This general knows all the spells from the Lore of Celestial Manipulation in addition to any other spells they know.

Nimble Warleader

This skink warrior leads their spawn-kin at a lightning-fast pace.

Roll 2D6 instead of D6 when making run rolls for friendly SKINK units while they are wholly within 18" of this general.

Shrewd Strategist

With reptilian calculation, this general looks for opportunities to strike.

Once per battle, at the start of your opponent’s combat phase, you can pick 1 friendly SERAPHON unit wholly within 18" of this general. If that unit is within 12" of any enemy units but more than 3" from all enemy units, it can immediately attempt a charge.


Starborne Artefacts of Power


Treasures of the Old Ones

SLANN only.

Relocation Orb

Only the slann can hope to bind the energies of these bizarre phenomena, drawing upon their arcane emanations to rapidly translocate across the weave of reality.

Once per battle, at the end of a phase, if the bearer has had any wounds allocated to them in that phase, you can remove the bearer from the battlefield and set them up anywhere wholly within 12" of a friendly cosmic node and more than 9" from all enemy units.

Prism of Amyntok

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

Once per battle, at the start of a phase, pick 1 enemy unit within 12" of the bearer and roll a dice. On a 1, nothing happens. On a 2+, that enemy unit suffers a number of mortal wounds equal to the roll.

Zoetic Dial

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

After deployment but before the first battle round begins, secretly record the number of a battle round on a piece of paper. At the start of that battle round, reveal the information and then heal all wounds allocated to the bearer. In addition, during that battle round, add 1 to save rolls for attacks that target the bearer.

Spacefolder’s Stave

By focusing on this esoteric baton, the Starmaster sees the teleportation technologies of their vessel glow with enhanced power.

Once per turn, at the end of your movement phase, if the bearer is on the battlefield, you can say that they will guide the arrival of their celestial reinforcements. If you do so, the next friendly STARBORNE unit to be set up on the battlefield can be set up more than 7" from all enemy units instead of more than 9".


Vestments of the Priesthood

SKINK only.

Incandescent Rectrices

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

At the start of each of your hero phases, you can heal up to D3 wounds allocated to the bearer.

Sacred Stegadon Helm

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

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

Cloak of Feathers

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

Unit that does not have the MONSTER keyword only. Subtract 1 from hit rolls for attacks that target the bearer. In addition, add 4" to the bearer’s Move characteristic, and the bearer can fly.


Starborne Spell Lores


Lore of Celestial Domination

SLANN (including Unique units) only.

Comet’s Call

Their consciousness soaring up to the heavens, the slann summons a cluster of comets before casting them into the enemy’s ranks.

Comet’s Call is a spell that has a casting value of 7. If successfully cast, pick up to D3 different enemy units on the battlefield. If the casting roll was 10+, pick up to D6 different enemy units instead of up to D3. Each of those units suffers D3 mortal wounds (roll separately for each unit).

Tepok’s Beneficence

The slann harnesses the arcane principles of Tepok’s Third Manifesting to safeguard their more subtle minions from harm.

Tepok’s Beneficence is a spell that has a casting value of 5 and a range of 18". If successfully cast, pick 1 friendly SKINK unit wholly within range and visible to the caster. Until the start of your next hero phase, subtract 1 from wound rolls for attacks that target that unit.

Drain Magic

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

Drain Magic is a spell that has a casting value of 6. If successfully cast, until the end of the phase, each time a friendly SERAPHON WIZARD is picked to cast a spell, instead of attempting to cast that spell, they can attempt to dispel an endless spell. If they do so, add 1 to the dispelling roll. In addition, until the end of the phase, subtract 1 from unbinding rolls made for enemy units.

Mystical Unforging

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

Mystical Unforging is a spell that has a casting value of 8 and a range of 12". If successfully cast, pick 1 enemy unit within range and visible to the caster. Until the start of your next hero phase, ignore negative modifiers to save rolls for attacks made by that enemy unit.

Stellar Tempest

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

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


Lore of Celestial Manipulation

SKINK WIZARDS (including Unique units) only.

Cosmic Crush

With a chirruped incantation, the skink conjures a localised gravity well to bury foes under the weight of their own bulk and armour.

Cosmic Crush is a spell that has a casting value of 7 and a range of 12". If successfully cast, pick 1 enemy unit within range and visible to the caster. Roll a number of dice equal to the number of models in that unit. For each roll that equals or exceeds that unit’s Save characteristic, that unit suffers 1 mortal wound.

Celestial Harmony

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

Celestial Harmony is a spell that has a casting value of 5 and a range of 18". If successfully cast, pick 1 friendly SERAPHON unit wholly within range and visible to the caster. If the casting roll was 10+, pick all friendly SERAPHON units wholly within range and visible to the caster instead of 1. Until your next hero phase, the units picked have a Bravery characteristic of 10.

Speed of Huanchi

With the grace and momentum of a prowling beast, the allies of the priestly mage are filled with a celestial haste.

Speed of Huanchi is a spell that has a casting value of 6 and a range of 18". If successfully cast, pick 1 friendly KROXIGOR or SKINK unit that is not a MONSTER and that is wholly within range and visible to the caster. That unit can make a normal move.

Starborne Constellations

Dracothion’s Tail

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

Appear on Command: At the will of their Starmasters, the reptilian throngs of Dracothion’s Tail appear suddenly on the battlefield, emerging from beams of starlight to savage their foes.
During deployment, instead of setting up a DRACOTHION’S TAIL unit on the battlefield, you can place it to one side and say that it is set up on the temple-ship as a reserve unit. You can set up 1 unit on the temple-ship for each DRACOTHION’S TAIL unit you have set up on the battlefield. At the end of your movement phase, you can set up 1 or more of the reserve units on the temple-ship on the battlefield, wholly within 12" of a friendly cosmic node and more than 9" from all enemy units.

Fangs of Sotek

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

The Serpent Strikes: The skinks of the Fangs of Sotek excel as skirmishers, deftly outmanoeuvring their enemy before they can bring their full force to bear.
The commanding player of a Fangs of Sotek army can use the Redeploy command ability up to 3 times in each of their opponent’s movement phases. In addition, the first 2 times the Redeploy command is issued to any friendly FANGS OF SOTEK SKINK units in a phase, no command points are spent.

Coalesced Battle Traits

Coalesced Constellations

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

Нou can pick 1 of the following subfactions for your army (core rules, 27.2.1). All COALESCED units in your army gain the keyword of the subfaction you picked, and you can use the allegiance abilities for that subfaction. If a unit already has a different subfaction keyword on its warscroll, it cannot gain another one. This does not preclude you from including the unit in your army, but you cannot use the allegiance abilities for its subfaction.

Predatory Fighters

Coalesced Seraphon have become more closely attuned to the ferocity harboured by all members of their race, ripping chunks of bloody flesh from the enemy as they battle.

Add 1 to bite rolls made for COALESCED SAURUS and COALESCED KROXIGOR units with the Mighty Saurus Jaws, Saurus Jaws or Vice-like Jaws ability.

Scaly Skin

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

Subtract 1 from the damage inflicted (to a minimum of 1) by each successful attack that targets a friendly COALESCED unit that has the SAURUS, KROXIGOR or MONSTER keyword.

Beasts of the Dark Jungles

Primal jungles stretch for miles around the temple-cities of the Coalesced. These perilous wildernesses give rise to truly awe-inspiring reptilian titans, perfect for taming into beasts of war.

When you carry out a monstrous rampage with a COALESCED MONSTER, you can carry out 1 of the monstrous rampages below instead of any other monstrous rampage you can carry out with that unit.

COALESCED MONSTROUS RAMPAGES
Gargantuan Jaws: Only a CARNOSAUR can carry out this monstrous rampage. Pick 1 enemy model within 3" of this unit and roll a dice. If the roll is greater than that model’s Wounds characteristic, it is slain.
Earthshaking Charge: Only a STEGADON that has made a charge move in the same phase can carry out this monstrous rampage. Pick 1 enemy unit within 1" of this unit and roll a dice. On a 4+, the strike-last effect applies to that unit until the end of the following combat phase.
Odious Roar: Only a TROGLODON can carry out this monstrous rampage. Roll a dice. On a 2+, until the end of the following combat phase, the range of this unit’s Stench of Death ability is 12" instead of 9".
Bludgeoning Sweep: Only a BASTILADON can carry out this monstrous rampage. Pick 1 enemy unit within 3" of this unit that is not a MONSTER and roll a dice. If the roll is less than the number of models in that enemy unit, that enemy unit suffers a number of mortal wounds equal to the roll.

Coalesced Enhancements

Coalesced Command Traits


Lords of the Temple-cities

SLANN only.

Wrath of Aeons

This slann’s cold disdain for any who would thwart the will of the Old Ones has spread to their more ferocious servants.

Once per battle, at the start of your combat phase, you can say that this general will rouse the wrath of the Seraphon. If you do so, until the end of that phase, add 1 to the Attacks characteristic of melee weapons used by friendly SAURUS and KROXIGOR units while they are wholly within 12" of this unit.

Custodian of Divine Technology

The vaults of this Starmaster’s temple-city contain some of the most powerful known artefacts of the Old Ones.

Pick 2 artefacts of power from the Treasures of the Temple-cities table and note them on your roster. This general has both of those artefacts of power, but they cannot be given any others. These 2 artefacts of power are in addition to the first artefact of power enhancement you can take for your army.

Master of the Material Plane

The proficiency shown by this slann in manipulating their physical surroundings is beyond compare.

This general knows 2 extra spells from the Lore of Ancient Domains.

Dominating Mind

This slann can telepathically seize control of the monstrous beasts their servants bring to war, directing their every action to ensure the Great Plan continues apace.

Once per turn, at the start of your hero phase, you can pick 1 friendly COALESCED MONSTER unit on the battlefield and say that it will have its mind dominated by this general. If you do so, roll a dice. On a 2+, add 1 to wound rolls for attacks made with melee weapons by that unit until the start of your next hero phase. If the unit picked to have its mind dominated has a mount, this command trait only affects attacks made by that unit’s mount.


Savage Commanders

SAURUS only.

Prime Warbeast

The beast this general rides upon is particularly vicious.

Unit with mount only. Add 1 to the Attacks characteristic of the weapons used by this general’s mount.

Thickly Scaled Hide

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

Add 1 to save rolls for attacks that target this general.

Vengeful Defender

This spawnlord tirelessly hunts foes through the Seraphon’s sacred domains.

At the start of your hero phase, if this general is wholly within your territory, you can pick this general and up to 2 other friendly SAURUS or KROXIGOR units wholly within 12" of this general to each make a normal move.


Coalesced Artefacts of Power


Treasures of the Temple-cities

SLANN only.

Throne of the Lost Gods

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

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

Crystalline Skull

Fashioned from meteoric diamond, this strange-looking skull can not only illuminate the presence of ley-line convergences but also unleash devastating bursts of raw arcana.

The bearer starts with a power reserve of 0. Each time the bearer successfully casts a spell that is not unbound, increase the bearer’s power reserve by 1. Once per battle, in your hero phase, you can say that the bearer will shatter the crystalline skull. If you do so, pick 1 enemy unit within 12" of the bearer and roll a number of dice equal to the power reserve. For each 3+, that unit suffers 1 mortal wound.

Itxi Grubs

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

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

Coatl Familiar

Though only a juvenile example of the great feathered serpents, this winged creature is still sacred to the mage-god Tepok.

Once per battle, at the start of your hero phase, you can say that the bearer will be blessed by Tepok. If you do so, the bearer can attempt to cast 1 additional spell in that hero phase, and that spell can be any spell from the Lore of Ancient Domains.


Relics of the Warrior

SAURUS only.

Sotek’s Gaze

The eyes of this gilded war-mask resonate with the pitiless hunger of the Serpent God. Lesser foes cannot help but be cowed by its gaze.

Enemy models with a Wounds characteristic of 1 or 2 cannot contest objectives while they are within 6" of the bearer.

Bloodrage Pendant

Carved from the bones of savage reptilian megafauna, the Bloodrage Pendant spurs a warrior’s killing rage - all the more should they themselves shed gore.

Add 1 to the Attacks characteristic of the bearer’s melee weapons. If the number of wounds allocated to the bearer is equal to or greater than half of the bearer’s Wounds characteristic (rounding up), add 2 instead.

Blade of Realities

This pandimensional weapon exists to bring about the end of tyrants.

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


Coalesced Spell Lores


Lore of Ancient Domains

SLANN (including Unique units) only.

The Earth Trembles

With a focused pulse of will, the Starmaster sets the energy of the ley lines spiking until the ground is violently torn asunder.

The Earth Trembles is a spell that has a casting value of 8. If successfully cast, pick 1 of the corners of the battlefield and draw a straight line between that corner and the closest part of the caster’s base. Roll a dice for each enemy unit passed across by that line. On a 4+, that unit suffers D3 mortal wounds.

Empowered Celestite

Tapping into the ancient technologies within the Coalesced’s weapons, a light is birthed in each; for a few moments, every strike shatters armour in an explosion of sparks.

Empowered Celestite is a spell that has a casting value of 7 and a range of 18". If successfully cast, pick 1 friendly SAURUS unit wholly within range and visible to the caster. Until the start of the next hero phase, improve the Rend characteristic of that unit’s Celestite weapons by 1. A Celestite weapon is any weapon that has ‘Celestite’ in the name.

Drain Magic

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

Drain Magic is a spell that has a casting value of 6. If successfully cast, until the end of the phase, each time a friendly SERAPHON WIZARD is picked to cast a spell, instead of attempting to cast that spell, they can attempt to dispel an endless spell. If they do so, add 1 to the dispelling roll. In addition, until the end of the phase, subtract 1 from unbinding rolls made for enemy units.

Itzl’s Invigoration

The slann calls upon the energy of the almighty Tamer to guide a cold-blooded beast in battle and ensure the Great Plan comes to fruition.

Itzl’s Invigoration is a spell that has a casting value of 6 and a range of 12". If successfully cast, pick 1 friendly MONSTER wholly within range and visible to the caster. Until the start of your next hero phase, use the top row of that unit’s damage table, regardless of how many wounds it has suffered.

Telepathic Summons

Words of power resonate in the minds of the Starmaster’s warriors before they blink out of reality, only to reappear by the slann’s side.

Telepathic Summons is a spell that has a casting value of 6 and a range of 9". If successfully cast, pick 1 friendly SERAPHON unit that is not a MONSTER and that is visible to the caster. Remove that unit from the battlefield and set it up again wholly within range of the caster and more than 9" from all enemy units. That unit cannot move in the next movement phase.


Lore of Primal Jungles

SKINK WIZARDS (including Unique units) only.

Light of Chotec

The wizard calls upon the sun god Chotec to energise an injured warrior with rays of invigorating solar magics.

Light of Chotec is a spell that has a casting value of 7 and a range of 12". If successfully cast, pick 1 friendly SERAPHON model wholly within range and visible to the caster. Roll a number of dice equal to the number of wounds allocated to it. For each 5+, heal 1 wound allocated to that model.

Heavenly Frenzy

The priest siphons power from the most wrathful asterisms and funnels it into their already savage spawn-kin.

Heavenly Frenzy is a spell that has a casting value of 7 and a range of 18". If successfully cast, pick 1 friendly SERAPHON unit wholly within range and visible to the caster. Until the end of the turn, that unit can run and still charge later in the turn.

Tide of Serpents

The caster calls forth a carpet of writhing snakes that brings down the enemy through hundreds of poisonous bites.

Tide of Serpents is a spell that has a casting value of 7 and a range of 15". If successfully cast, pick 1 enemy unit within range and visible to the caster. Roll a number of dice equal to the number of models in that unit. For each 5+, that unit suffers 1 mortal wound.

Coalesced Constellations

Koatl’s Claw

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

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

Thunder Lizard

Guardians of the Old Ones’ most precious treasures, the Thunder Lizard tolerate no intruders into their domain. Their golden templecities rise high amidst the most magically volatile wildlands of the Mortal Realms, and their armies are filled with technological relics of a lost age and the most fearsome warbeasts imaginable.

Mighty Beasts of War: The spawning pools of the Thunder Lizard give rise to bioengineered monsters of terrible power.
At the end of the charge phase, you can carry out 2 monstrous rampages with each friendly THUNDER LIZARD MONSTER instead of 1.

PATH TO GLORY

The following section includes rules for your Path to Glory campaign if you are using a Seraphon army.

When you choose the Seraphon faction for your Path to Glory army, you must choose which type of Seraphon army it will be. A Seraphon army cannot change its type during its Path to Glory campaign.

Sacred Spawnings

As your warlord battles across the Mortal Realms to further the Great Plan, they may, at times, be blessed with reinforcements from a ‘sacred spawning’. This is a brood of warriors hatched under the influence of one of the Old Ones.

To begin with, you can only have 1 sacred spawning unit on your order of battle. Since you begin a Path to Glory campaign with a number of glory points, you can add a sacred spawning unit to your order of battle straight away. You could even choose for your warlord to be the sacred spawning unit, representing a Seraphon force led by a warrior marked for greatness by the Old Ones themselves.

When you add a SERAPHON unit to your order of battle, you can say that it is a sacred spawning. If you do so, you must pick 1 of the types of sacred spawning below and make a note on your order of battle. There are 6 types of sacred spawning, each of which has its own ability.

You can only have 1 unit of each type of sacred spawning on your order of battle. The ability of a sacred spawning applies to that unit in any battles fought against other Path to Glory armies.

Adding a sacred spawning unit to your order of battle costs a number of glory points in addition to the number you must already spend to add a unit to your order of battle. The number of renown points your warlord has determines how many sacred spawning units you can have on your order of battle, as shown in the table below.

Sacred Spawning UnitWarlord’s Renown PointsGlory Points Cost
1th0-293
2th30-396
3th40-549
4th55-7412
5th75-9915
6th100+18

Sacred Spawning of Sotek: No god is more revered by the Seraphon than Sotek the Serpent, patron of blood and sacrifice, whose coils envelop the cosmos. A furious wrath pulses within his red-scaled chosen; even Starborne Seraphon bearing his mark fight with a zealous fury.
Add 1 to the Attacks characteristic of melee weapons used by this unit if it made a charge move in the same turn.

Sacred Spawning of Quetzl: Lord of warriors and guardians, Quetzl blesses his sacred spawnings with thick scales and bony protrusions that are able to turn aside the keenest of blows.
When this unit is targeted by an attack, if the weapon used for that attack has a Rend characteristic of -1, change the Rend characteristic for that attack to ‘-’.

Sacred Spawning of Chotec: The sun god Chotec fills the chilled blood of the Seraphon with vitality; his blessed spawnings often sport orange or yellow scales and move as if stars burn within them.
Add 1 to charge rolls for this unit.

Sacred Spawning of Huanchi: Those dark-scaled Seraphon blessed by Huanchi, predator god of the night, are possessed of a natural stealth and ability to slip through dense terrain unimpeded.
When this unit makes a move, it can pass across terrain features in the same manner as a unit that can fly.

Sacred Spawning of Терок: Often marked by purple scales, those Seraphon spawned beneath the asterisms of the Great Coatl are warded against even the most esoteric forms of assault.
This unit has a ward of 6+ against mortal wounds.

Sacred Spawning of Itzl: Itzl is the patron of all coldblooded beasts, especially those of a predatory nature. Seraphon who bear the Tamer’s mark can command even the fiercest reptilian mounts.
Unit with mount(s) only. Add 1 to wound rolls for attacks made by this unit’s mount(s).

Quests

When you pick a quest, you can pick one of the following quests in addition to those in the Core Book.

QUEST

Search for the Lost City

The skink priests talk of an ancient temple-city, lost during the Age of Chaos. Although you do not know what lies within, the Great Plan commands that you seek it out.
At the end of a Path to Glory battle, roll a dice for each SERAPHON unit wholly within enemy territory. Add 2 to the roll if the unit is also within 3" of a battlefield edge. For each 6+, you discover 1 clue as to the whereabouts of the lost temple-city. Keep a tally of how many clues you discover.

Once you have discovered 5 or more clues, you can fight Path to Glory battles using ‘The Fallen City’ battleplan. Once you have fought a Path to Glory battle using that battleplan and won a major victory or a minor victory, you complete this quest. The rewards of completing this quest are listed in the battleplan.

QUEST

Cleanse the Realms

Long have the realms suffered under the foul taint of Chaos. You are tasked to restore their natural harmony and drive back any enemies who would stand in your way.
Only Starborne armies can embark on this quest. At the end of each Path to Glory battle, add 1 quest point to the progress section of your quest log for each large quarter of the battlefield (core rules, 28.2.8) that has any friendly cosmic nodes wholly within it.

Once you have gained 8 or more quest points, you complete this quest. When you complete this quest, you can immediately bring the ‘Geomantic Nexus’ territory under your control without spending any glory points to do so.

QUEST

Drive Back Trespassers

Marauding foes and avaricious treasure-seekers invade your lands, endangering the secrets within. You must rouse your cohorts and prepare to drive back any interlopers.
Only Coalesced armies can embark on this quest. At the end of each Path to Glory battle, add 1 quest point to the progress section of your quest log if you won a major victory or a minor victory and there were no enemy units wholly within your territory at the end of the battle.

Once you have gained 3 or more quest points, you complete this quest. When you complete this quest, you can immediately bring the ‘Primeval Jungle’ territory under your control without spending any glory points to do so.

QUEST

The War Against the Eternal Enemy

The machinations of Chaos must be thwarted at every step. Each defeat they suffer brings the Great Plan closer to fruition.
At the end of a Path to Glory battle, you complete this quest if you won a major victory and your opponent’s general had the CHAOS keyword.

When you complete this quest, your warlord gains 5 renown points (even if they were not included in your army) and each other unit in your army that took part in the battle and was not destroyed gains 1 bonus renown point.

Veteran Abilities

Each time a SERAPHON unit on your Path to Glory roster gains a veteran ability, you can pick from the following veteran abilities in addition to those in the Core Book.

SERAPHON VETERAN ABILITIES
Ferocity Unbound: The predatory instincts of these Seraphon have been honed over countless battles and through gallons of spilt blood.
SAURUS unit without a mount or KROXIGOR only. This unit can use this veteran ability once per battle when it is picked to fight in the combat phase. Add 1 to bite rolls made for that unit in that phase.
The Trap is Sprung: At an unspoken command from their leader, these skinks carry out a carefully prepared ambush, swiftly overwhelming their chosen prey.
SKINK only. This unit can use this veteran ability once per battle at the end of the movement phase if it is in cover and more than 3" from all enemy units. This unit can shoot.
Reserve of Celestial Vigour: The cosmic power threaded through these warriors allows them to continue fighting even when grievous wounds are dealt unto them.
This unit can use this veteran ability once per battle at the start of a phase. Heal D3 wounds allocated to this unit.
Star-charged Weapons: The celestite weapons carried by these warriors are supercharged with the power of Azyr.
This unit can use this veteran ability once per battle when it is picked to shoot or fight. Improve the Rend characteristic of this unit’s weapons by 1 until the end of that phase. This veteran ability does not affect weapons used by a mount.
Predatory Swiftness: The reptilian beasts upon which these warriors ride have keen senses and sharp reflexes, enabling them to assail the enemy lines before the foe has time to react.
Unit with mount only. This unit can use this veteran ability once per battle at the start of the combat phase if it made a charge move in the same turn. The strike-first effect applies to that unit in that phase.
Marked for Greatness: It seems the Old Ones have plans in store for these warriors, as they emerge unscathed from attacks that should have seen them laid low.
This unit can use this veteran ability once per battle when it is picked as the target of an attack. This unit has a ward of 5+ until the end of the phase.

Territories

When making an exploration roll, if the roll is 61-66, that roll will correspond to a territory on the table below. Alternatively, you can pick 1 result from the Territories table in the Core Book that corresponds to a roll of 21-42. Some of these territories allow you to send a unit to them. A unit cannot be sent to more than 1 territory in each aftermath sequence, and any such units cannot be picked for the ‘Borderlands’ territory in the Core Book.

SERAPHON FACTION TERRITORIES (D66)
61 PRIMEVAL JUNGLE
Within this sweltering rainforest, generated by world-shaping magics, the most powerful reptilian beasts prosper.
Increase your MONSTERS limit by 3.
[Upgrade 5 GP] Hunting Grounds: In addition, each time you upgrade a territory or your stronghold, reduce the glory points cost by D6 (to a minimum of 0).

62 GEOMANTIC NEXUS
The ley lines of the Astromatrix converge on this auspicious point, creating a well of magical power ripe for harnessing.
Increase your WIZARDS limit by 3.
[Upgrade 10GP] Realmshaper Engine: In addition, you earn D3 additional glory points in step 1 of the aftermath sequence.

63 SPAWNING CHAMBER
Whether set deep beneath the earth under a Coalesced temple-city or constructed within a void-faring Starborne craft, it is from these chambers that new warriors of the Seraphon emerge.
Increase your Reinforced Units limit by 3.
[Upgrade 15GP] Activated Celestite Pools: In addition, in step 7 of the aftermath sequence, pick 1 SERAPHON unit on your order of battle that has not been recuperated. Reduce that unit’s casualty score by D6 (to a minimum of 0).

64 CELESTIAL TROVE
Within this hidden vault lie many strange spawning plaques and relics of the gods. Further exploration may reveal even greater treasures contained inside.
Increase your HEROES limit by 3.
[Upgrade 15GP] Vault Opened: In addition, in step 6 of each aftermath sequence, you can pick 1 HERO on your order of battle to be sent to this territory. If you do so, roll a dice. On a 1-2, make an injury roll for that HERO. On a 3-5, nothing happens. On a 6, you gain 1 bonus artefact of power that your faction has access to and it is added to your vault.

65 RUINED TEMPLE-CITY
You have reclaimed the ruins of a once-mighty temple-city that was either overrun and destroyed by your enemies or crashed down from the stars as the result of some celestial cataclysm.
When you bring this territory under your control, you immediately earn 3D6 glory points. In addition, in step 3 of the aftermath sequence, your warlord gains D6 renown points.
[Upgrade 30GP] Restored Temple-city: In step 3 of the aftermath sequence, your warlord gains 2D6 renown points instead of D6.

66 ANCIENT REALMGATE
This esoteric portal between realms falls to you to protect. By binding its energies to your own celestial technology, you may gain a key strategic advantage.
You can never have more than 1 territory of this type. Each time you make an exploration roll, you can re-roll 1 of the dice.
[Upgrade 45GP] Starway Passage: In battles fought against other Path to Glory armies, you can use the Dracothion’s Tail subfaction’s Appear on Command ability. If your army is not a Dracothion’s Tail army, you can use this ability in addition to the ability of the subfaction you picked for your army. When using the Appear on Command ability, replace all instances of DRACOTHION’S TAIL with the keyword of the subfaction picked for your army. If your army is a Dracothion’s Tail army, in battles fought against other Path to Glory armies, you receive 1 cosmic power point each time a reserve unit on the temple-ship is set up on the battlefield instead.

Heroic Upgrades

During your Path to Glory campaign, you may be able to pick heroic upgrades for your HEROES. A heroic upgrade replaces the warscroll of a HERO with another, more powerful one and represents them becoming a mighty champion in your army.

You can pick a heroic upgrade in step 7 of the aftermath sequence. To do so, consult the table below and pick 1 of the eligible options. Each heroic upgrade lists the warscroll the HERO will be upgraded to, which warscroll is required, the amount of renown points that HERO must have and the amount of glory points you must spend. Once you have picked a heroic upgrade, replace your HERO’s warscroll on your order of battle with the new one chosen. You can pick only 1 heroic upgrade in each aftermath sequence.

If the new warscroll is a type that is limited on your order of battle - for example, if it is a MONSTER - you will need to have increased your order of battle limits to accommodate it before it can be upgraded.

CORE ENHANCEMENTS
When you pick a heroic upgrade for a HERO, they keep their renown points and any core enhancements that they are still eligible for. If your HERO has any core enhancements that they are no longer eligible for, they lose those core enhancements. If this enables you to pick a new core enhancement for your order of battle, you can do so.

Upgraded WarscrollRequired WarscrollRequired Renown PointsGlory Points Cost
Saurus Oldblood on CarnosaurSaurus Oldblood or SCAR-VETERAN356
Saurus Scar-Veteran on CarnosaurSaurus Scar-Veteran on Aggradon305
Skink StarseerSkink Starpriest254

Battleplan

The Fallen City

After weeks of following the patterns of the stars, you have located an abandoned temple-city. Though you do not know exactly what lies within, the scrying of the priesthood reveals one undeniable truth: an invading force is approaching from the north. Defeat them in battle and thwart whatever nefarious scheme they have for this sacred place.

QUEST BATTLEPLAN
You can use this battleplan if one player is using a Seraphon army, has embarked on the ‘Search for the Lost City’ quest and has discovered 5 or more clues. Use the Path to Glory battlepack.

THE ARMIES
The player on the ‘Search for the Lost City’ quest is the Seraphon player. Their opponent is the trespasser. The Seraphon player must use a Seraphon army.

OBJECTIVES
Place 4 objective markers as shown on the map.

THE BATTLEFIELD
The players roll off. The winner sets up the battlefield’s terrain features and then the other player chooses which long edge of the battlefield is the northern edge.

Set up a terrain feature to represent the Seraphon Temple in the centre of the battlefield. We recommend using a Realmshaper Engine faction terrain feature (although it is treated as a normal terrain feature in this battle).

FACTION TERRAIN
Neither player can set up a faction terrain feature.

SECRET MISSIONS
Each player rolls twice on the Missions table below and secretly notes down the results.

DEPLOYMENT
The trespasser sets up their army first, wholly within their territory. Then, the Seraphon player sets up their army, wholly within their territory.

FIRST TURN
The Seraphon player chooses which player takes the first turn in the first battle round.

BATTLE LENGTH
The battle lasts for 5 battle rounds.

VICTORY POINTS
Each player scores 1 victory point each time an enemy unit is destroyed.

In addition, each player scores victory points by completing missions (see ‘Secret Missions’).

When a player completes a mission, they first declare that they have done so and then score 5 victory points. If a player rolls the same mission twice, upon completion, they score 10 victory points instead of 5.

Once a player has completed a mission, their opponent cannot complete that mission.

GLORIOUS VICTORY
The player with the most victory points at the end of the battle is the winner. If that player completed both their missions, they win a major victory. Otherwise, they win a minor victory.

If the players are tied on victory points at the end of the battle, the battle is a draw.

PATH TO GLORY REWARDS
In step 1 of the aftermath sequence, each player earns 5 glory points for each mission completed. If a player rolled the same mission twice, they earn 10 glory points instead of 5 for completing it.

In addition, if the Seraphon player wins the battle, they complete the ‘Search for the Lost City’ quest. They can immediately pick 1 territory from the Seraphon Faction Territories table corresponding to a roll of 61-65 and bring it under their control without spending any glory points to do so.

D6Missions
1Hold Your Ground: From the start of the fourth battle round, you complete this mission at the end of your turn if there are no enemy units contesting the objective on the border of your territory.
2Conquest: You complete this mission at the end of your turn if you control the objective on the border of enemy territory.
3Slay: You complete this mission when the model picked to be the enemy general is slain if the model picked to be your general has not been slain.
4Preserve the Relic Priest: From the start of the third battle round, you complete this mission at the end of your turn if you control the easternmost objective and there are no enemy WIZARDS or PRIESTS contesting it.
5Cosmic Stele: From the start of the third battle round, you complete this mission at the end of your turn if you control the westernmost objective and there are no enemy MONSTERS contesting it.
6Secure the Temple: From the start of the third battle round, you complete this mission at the end of your turn if you control the Seraphon Temple and there are no enemy HEROES contesting it.

MATCHED PLAY

If the battlepack you are using says that you must pick grand strategies and battle tactics for your army, you can pick from the following lists as well as those found in the battlepack you are using.

Grand Strategies

After you have picked your army, you can pick 1 of the grand strategies from the list below and record it on your army roster.

MASTERS OF ORDER
Seraphon army only.

Realmshaper Guardians: When the battle ends, you complete this grand strategy if you have a Coalesced Realmshaper Engine or Starborne Realmshaper Engine on the battlefield, there are no enemy models within 12" of it and it was not affected by a successful Smash To Rubble monstrous rampage.
Repel Corruption: When the battle ends, you complete this grand strategy if there are no enemy units wholly within your territory.
Continuous Expansion: When the battle ends, you complete this grand strategy if there is at least 1 friendly SERAPHON unit wholly within each large quarter of the battlefield (core rules, 28.2.8).
Further the Great Plan: When the battle ends, you complete this grand strategy if you completed 4 or more battle tactics and each of those battle tactics was from the March of the Seraphon Host table below.

Battle Tactics

At the start of your hero phase, you can pick 1 battle tactic from the list below. You must reveal your choice to your opponent, and if your battle tactic instructs you to pick something, you must tell your opponent what you pick. You have until the end of that turn to complete the battle tactic. You cannot pick the same battle tactic more than once per battle.

MARCH OF THE SERAPHON HOST
Seraphon army only.

Stampede of Scales: Pick 3 different friendly SERAPHON MONSTERS. You complete this tactic if each of those units runs in the following movement phase and at the end of that movement phase, each of the units you picked is within 6" of at least 1 of the other units you picked and wholly within enemy territory.
Celestial Obliteration: Pick 1 enemy unit on the battlefield. You complete this tactic if that unit is destroyed this turn by mortal wounds caused by a spell or the abilities of an endless spell.
Overwhelming Numbers: Pick 1 objective controlled by the enemy. You complete this tactic at the end of this turn if you control that objective and all friendly units contesting it have the SKINK keyword.
Apex Predator: Pick 1 enemy MONSTER. You complete this tactic at the end of this turn if that enemy unit was destroyed by an attack made by a friendly SERAPHON MONSTER.
Cold-blooded Resilience: Pick 1 friendly SAURUS or KROXIGOR unit within 3" of an enemy unit. You complete this tactic at the end of this turn if that unit was not destroyed, did not retreat and was not removed from the battlefield.
Pack Hunters: Pick 1 enemy unit within 3" of only 1 friendly AGGRADON unit. You complete this tactic if, at the end of this turn, that unit is within 3" of 2 or more friendly AGGRADON units.

Core Battalions

You can include any of the following core battalions in a Seraphon army if the battlepack you are using says that you can use core battalions.


THUNDERQUAKE

UNIT ICONS
(Mandatory/Optional)
Leader:
Stegadon Chief
Thunderquake Monster:
Bastiladon or Stegadon
Kroxigor Spawn-breed:
KROXIGOR
Spawn of Chotec:
Spawn of Chotec
Engine of the Gods:
Engine of the Gods
BATTALION ABILITY ICONS
Unified: One-drop Deployment (see 26.2.1).
Expert: Once per battle, 1 unit from this battalion can receive the All-out Attack or All-out Defence command without the command being issued and without a command point being spent.
Magnificent: When you pick enhancements for your army (see 27.3), you can pick 1 extra enhancement.
Slayers: Once per battle, 1 unit from this battalion can receive the All-out Attack or Unleash Hell command without the command being issued and without a command point being spent.
Strategists: Once per battle, when you receive command points at the start of your hero phase, you can receive 1 extra command point.
Swift: Once per battle, 1 unit from this battalion can receive the At the Double or Forward to Victory command without the command being issued and without a command point being spent.
14.2 Slain Models
Once the number of wounds allocated to a model equals its Wounds characteristic, the model is slain and you cannot allocate any more wounds to it. A slain model is removed from play (see 1.2.2) after all of the wounds caused to its unit have been allocated and all attacks that inflicted damage on the unit have been resolved.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
27.2 Battle Traits
Most battle traits are abilities that can be used by all or some of the units in the army. However, many battle traits have other effects, such as changing the way the player picks their army or allowing the player to summon new units mid-battle.

The STARBORNE and SLANN keywords are used in the following Seraphon warscrolls:

Leader

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

Leader, Behemoth
Leader
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.
19.3.2 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.
14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound, or to allocate a wound or mortal wound to a unit other than the original target. 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, unless specified otherwise. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model. If a wound or mortal wound cannot be negated, you cannot make a ward roll for that wound or mortal wound.
14.5 Mortal Wounds
Some attacks, spells and abilities cause mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were caused.

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

The SLANN keyword is used in the following Seraphon warscrolls:

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

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

In most cases, modifiers are cumulative. However, some dice rolls, such as hit and wound rolls, will specify that the roll cannot be modified by more than +1 or -1. When this is the case, add up all the modifiers that apply, and if the total is more than +1 or -1, treat it as being either +1 or -1 as appropriate.
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.

The WIZARD keyword is used in the following Seraphon warscrolls:

Leader, Behemoth
Leader
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.
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.
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.
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.
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 SERAPHON and WIZARD keywords are used in the following Seraphon warscrolls:

Leader, Behemoth
Leader

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

Leader, Behemoth
Leader

The KROXIGOR keyword is used in the following Seraphon warscrolls:

None
8.1 Normal Move
When you pick a unit to make a normal move, 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. Units cannot move within 3" of enemy units when making a normal move. Units cannot make a normal move if they are within 3" of an enemy unit.
Redeploy
As the enemy draw close, battle-hardened warriors adjust their position to leave their foe at a disadvantage.
You can use this command ability in the enemy movement phase after an enemy unit finishes a normal move, run or retreat. The unit that receives the command must be within 9" of that enemy unit and more than 3" from all enemy units. You can make a D6" move with the unit that receives the command, but it must finish the move more than 3" from all enemy units and cannot shoot later in the turn.

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

Leader, Behemoth
Leader
Battleline
None

The COALESCED and KROXIGOR keywords are used in the following Seraphon warscrolls:

None

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

Leader, Behemoth
Behemoth

The CARNOSAUR keyword is used in the following Seraphon warscrolls:

Leader, Behemoth

The STEGADON keyword is used in the following Seraphon warscrolls:

Leader, Behemoth
Behemoth

The SAURUS keyword is used in the following Seraphon warscrolls:

Leader, Behemoth
Leader
Battleline
None
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).
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.
1.4.2 Your General
After you have picked your army, you must pick 1 model in your army to be your general. Generals are used to generate command points (see 6.0).
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.
25.3.2 Reinforced Units
A reinforced unit has twice as many models as its minimum unit size. If you can include reinforced units in your army, you can reinforce units with the Battleline battlefield role twice. A unit that is reinforced twice has 3 times as many models as its minimum unit size and counts as 2 units towards the number of reinforced units you can include in your army. If the description for a unit says that it is a single model, it cannot be reinforced.

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

Leader, Behemoth
Leader
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 MONSTER keywords are used in the following Seraphon warscrolls:

Leader, Behemoth
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.

The AGGRADON keyword is used in the following Seraphon warscrolls:

Leader
None
All-out Attack
With a singular purpose, these warriors attack with all of their might.
You can use this command ability when you pick a friendly unit to shoot in your shooting phase or fight in the combat phase. That unit must receive the command. Add 1 to hit rolls for attacks made by that unit until the end of that phase.
All-out Defence
With consummate skill, these cunning warriors protect themselves from attack.
You can use this command ability when a friendly unit is picked as the target of an attack in the shooting or combat phase. That unit must receive the command. Add 1 to save rolls for attacks that target that unit until the end of that phase.
Unleash Hell
These warriors have prepared their missile weapons so they can unleash a devastating volley at the last possible moment.
You can use this command ability after an enemy unit finishes a charge move. The unit that receives the command must be within 6" of that enemy unit and more than 3" from all other enemy units. Models in the unit that receives the command that are within 6" of the target unit can shoot in that phase, but when they do so, you must subtract 1 from hit rolls for their attacks and they can only target the unit that made the charge move.
At the Double
Eager for battle, the warriors pick up their pace and surge towards the enemy.
You can use this command ability after you declare that a friendly unit will run. That unit must receive the command. The run roll is not made for that unit. Instead, 6" is added to that unit’s Move characteristic in that phase. The unit is still considered to have run.
Forward to Victory
Nothing will stop these ferocious warriors from reaching combat.
You can use this command ability after you make a charge roll for a friendly unit. That unit must receive the command. You can re-roll the charge roll for that unit.
Army List
Warscrolls collated

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