Seraphon

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 faction rules to a range of warscrolls. The rules are split into the following sections:


Books

BookKindEditionLast update
  Seraphon
  SeraphonFaction Pack4October 2024
  Battle Profiles & Rules updates
  Battle Profiles & Rules updatesRulebook4November 2024
  Warhammer Underworlds Legends
  Warhammer Underworlds LegendsWarscroll4August 2024

Faction Rules


Battle Traits

Seraphon armies can use the following abilities:

Once Per Battle, Deployment Phase
THE GREAT PLAN: The Seraphon look to the heavens for guidance, scrying the stars above in the hope that the Great Plan is revealed to them.

Declare: Pick an ASTERISM ability.

Effect: That ASTERISM ability can be used for the rest of the battle, but the others cannot, unless allowed by the ‘Further the Great Plan’ ability.

Once Per Battle, Start of the Third Battle Round
FURTHER THE GREAT PLAN: As the battle unfolds, so do the machinations of the Old Ones.

Declare: You can use this ability if you meet the condition below that corresponds to the ASTERISM you picked in the deployment phase.

Itzl the Tamer: 3 or more enemy units have been destroyed.

Quetzl the Preserver: There are no enemy units wholly within friendly territory.

Sotek the Deliverer: The enemy general is in combat or has been destroyed.

Tepok the Seer: There are any friendly SLANN units on the battlefield and no friendly SLANN units are in combat or have been destroyed.

Effect: Pick a different ASTERISM ability. It can be used in addition to the one you picked in the deployment phase.

Passive
ITZL THE TAMER: Itzl is the most bestial of all the Old Ones and his asterism fills the Seraphon with ferocity.

Effect: Companion weapons used by friendly SERAPHON units have Crit (2 Hits).
KEYWORDSASTERISM

Passive
QUETZL THE PRESERVER: Quetzl grants protection from the dangers of the physical realms.

Effect: Subtract 1 from the Rend characteristic of melee weapons for attacks that target friendly SERAPHON units that are wholly within friendly territory.
KEYWORDSASTERISM

Passive
SOTEK THE DELIVERER: The Asterism of Sotek emboldens the Seraphon with a war-hungry aggression.

Effect: Add 2 to the Move characteristic of friendly SERAPHON units.
KEYWORDSASTERISM

Passive
TEPOK THE SEER: The sign of Tepok, resplendent in the stars above, enlivens the land with thrumming geomantic energy.

Effect: Add 1 to casting rolls for friendly SERAPHON units.
KEYWORDSASTERISM

Battle Formations

You can pick 1 of the following battle formations for a Seraphon army. Each battle formation grants a different ability you can use in the battle.

Eternal Starhost

Once Per Turn (Army), Your Movement Phase
CELESTIAL TRANSLOCATION: In a flash of starlight, an Eternal Starhost arrives to enact the will of the Old Ones. Tapping into the celestial power that surrounds the slann, they teleport across the battlefield to catch the foe off guard.

Declare: Pick a friendly SERAPHON unit wholly within 12" of a friendly SERAPHON WIZARD to use this ability.

Effect: Roll a dice. On a 3+, remove that unit from the battlefield and set it up again on the battlefield more than 9" from all enemy units.


Sunclaw Starhost

Once Per Turn (Army), End of Any Turn
VENGEANCE OF AZYR: The celestite weapons carried by the warriors of a Sunclaw Starhost are supercharged with the power of Azyr.

Declare: Pick up to 3 friendly SAURUS or KROXIGOR units that are in combat to be the targets.

Effect: For each target:
  • Make a pile-in move.

  • Then, pick an enemy unit in combat with the target and roll a D3. On a 2+, inflict an amount of mortal damage on that enemy unit equal to the roll.


Shadowstrike Starhost

Once Per Turn (Army), Your Shooting Phase
NIMBLE AND QUICK: The skink warriors of a Shadowstrike Starhost outmanoeuvre their enemies at every turn.

Declare: Pick up to 3 friendly SKINK INFANTRY or SKINK CAVALRY units that are not in combat to be the targets.

Effect: Each target can move D6". Each target cannot move into combat during any part of that move.


Thunderquake Starhost

Passive
SCALY MONSTROSITIES: The great beasts of the Seraphon are almost invincible when they march forth as a pack.

Effect: Add 2 to the Health characteristic of friendly SERAPHON MONSTER units.

Heroic Traits

Celestial Disciplines

HERO only

Passive
BEING OF THE STARS: This hero has a particularly strong connection to their astral heritage, causing their corporeality to wax and wane.

Effect: Ignore modifiers to save rolls for this unit (positive and negative).

Passive
REPTILIAN CUNNING: With cold-blooded calculation, this general looks for opportunities to strike.

Effect: If this unit charged this turn, if a friendly unit wholly within 12" of this unit uses the ‘All-out Attack’ command in the combat phase, no command points are spent.

Passive
BEASTMASTER: This mighty leader has a primal dominance over the beasts of the Seraphon hosts, driving them forward to battle.

Effect: Add 2" to the Move characteristic of friendly SERAPHON CAVALRY and SERAPHON MONSTER units for the rest of the phase if they are wholly within 12" of this unit at the start of the move.

Artefacts of Power

Treasures of the Old Ones

HERO only

Once Per Battle, Reaction: You declared a SPELL ability for a friendly Seraphon Wizard within this unit’s combat range
COATL FAMILIAR: Though only a juvenile example of the great feathered serpents, this winged creature is still sacred to the mage-god Tepok.

Effect: Add D6 to the casting roll for that spell.

Any Hero Phase
INCANDESCENT RECTRICES: This vibrant plumage imbues the bearer with the restorative power of the heavens.

Effect: Heal (D3) this unit.

Passive
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.

Effect: Add 1 to the Attacks characteristic of this unit’s melee weapons. Add 2 instead if the number of damage points allocated to this unit is equal to or greater than half of this unit’s Health characteristic (rounding up).

Spell Lore

Lore of Celestial Manipulation

Your Hero Phase
6
MYSTICAL UNFORGING: The magic of unmaking flies from the wizard’s outstretched hands.

Declare: Pick a friendly SERAPHON WIZARD to cast this spell, pick a visible enemy unit within 12" of them to be the target, then make a casting roll of 2D6.

Effect: Subtract 1 from the Rend characteristic of the target’s weapons until the start of your next turn.
KEYWORDSSPELL, UNLIMITED

Your Hero Phase
7
COMET’S CALL: Their consciousness soaring up to the heavens, the wizard summons a celestial comet that plummets down into the enemy ranks.

Declare: Pick a friendly SERAPHON WIZARD to cast this spell, pick a visible enemy unit within 18" of them to be the target, then make a casting roll of 2D6.

Effect: Roll a dice for each model in the target unit. For each 5+, inflict 1 mortal damage on the target.
KEYWORDSSPELL

Your Hero Phase
6
SPEED OF HUANCHI: With the grace and momentum of a prowling beast, the allies of the priestly mage are filled with a celestial haste.

Declare: Pick a friendly SERAPHON WIZARD to cast this spell, pick a visible friendly SERAPHON unit wholly within 12" of them to be the target, then make a casting roll of 2D6.

Effect: Until the start of your next turn, the target can use a RUN ability and still use SHOOT and/or CHARGE abilities later in the turn.
KEYWORDSSPELL


Lore of Primal Jungles

Your Hero Phase
6
LIGHT OF CHOTEC: The wizard calls upon the sun god Chotec to energise an injured warrior with rays of invigorating solar magics.

Declare: Pick a friendly SERAPHON WIZARD to cast this spell, pick a visible friendly SERAPHON unit wholly within 12" of them to be the target, then make a casting roll of 2D6.

Effect: Roll a number of dice equal to the number of damage points the target has. For each 4+, Heal (1) the target.
KEYWORDSSPELL, UNLIMITED

Your Hero Phase
8
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.

Declare: Pick a friendly SERAPHON WIZARD to cast this spell, pick a point on the battlefield within 18" of them to be the target point, then make a casting roll of 2D6.

Effect: Draw a straight line between the target point and the closest part on the caster’s base. Roll a D3 for each unit (friendly and enemy) that has models passed across by this line. On a 2+, inflict an amount of mortal damage on that unit equal to the roll.
KEYWORDSSPELL

Your Hero Phase
7
EMPOWERED CELESTITE: Tapping into the ancient technologies within the weapons of the Coalesced, a light is birthed in each; for a few moments, every strike shatters armour in an explosion of sparks.

Declare: Pick a friendly SERAPHON WIZARD to cast this spell, pick a visible friendly SAURUS unit wholly within 12" of them to be the target, then make a casting roll of 2D6.

Effect: Add 1 to the Rend characteristic of the target’s melee weapons for the rest of the turn.
KEYWORDSSPELL

3.2 The General
You must pick 1 HERO in your army that is leading a regiment to be your general. If any units in your army have the WARMASTER keyword, you must pick one of those units to be your general. Your general’s regiment can include up to 4 non-HERO units in addition to your general.

The SLANN keyword is used in the following Seraphon warscrolls:

Companion
Unless otherwise specified, this weapon is not affected by friendly abilities that affect weapon characteristics or the attack sequence, except for those that apply negative modifiers to it (e.g. ‘Covering Fire’).
Hit Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Hit characteristic, the attack scores a successful hit: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified hit rolls of 1 always fail. If an unmodified hit roll for an attack made with a weapon is a 6, that attack is a critical hit.

Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities).
Wound Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Wound characteristic, the attack successfully wounds: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified wound rolls of 1 always fail.
Crit (2 Hits)
If an attack made with this weapon scores a critical hit, that attack scores 2 hits on the target unit instead of 1. Make a wound roll for each hit.
6.0 Visibility
A target model is visible to another model (which we’ll call the ‘observing model’) if you can draw a straight line through the air (whether horizontal, diagonal or vertical) from any point on the observing model to any point on the target model that does not intersect any objects except for other models in the observing model’s unit. A target unit is visible to an observing unit if at least 1 model in the target unit is visible to at least 1 model in the observing unit. A model is always considered to be visible to itself.

  • If any part of another model can be seen by an observing model, both the target model and its unit are visible to that observing model.

In some cases, it might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes.
18.1 Ward Saves
Units with the WARD keyword have the ‘Ward Save’ passive ability. The number after the WARD keyword indicates the ward value for the ward save. If a unit had WARD (5+), for example, its ward value would be 5. If a unit has more than one ward save, only the ward save with the lowest value applies to it; the other has no effect.

Passive
WARD SAVE: Whether through their uncanny reflexes, unnatural toughness or a source of mystical protection, these warriors can avoid otherwise lethal attacks.

Effect: In step 1 of the damage sequence (see 18.0), make a ward roll of D6 for each damage point in this unit’s damage pool. If the roll equals or exceeds this unit’s ward value, remove that damage point from the damage pool.

2.0 Spells
The declare step of each spell will tell you to make a casting roll of 2D6. If the roll does not equal or exceed the spell’s casting value (at the top-right corner of the spell), the spell fails and its effect is not resolved.

If the unmodified casting roll includes 2 or more rolls of 1, the spell is miscast: the spell fails, its effect is not resolved, D3 mortal damage is inflicted on the WIZARD that used it, and that WIZARD cannot use any more spells in that phase.

Enemy reactions can only be used if the casting roll equals or exceeds the spell’s casting value. So long as the spell is not unbound (see 4.0), then it is successfully cast: resolve its effect.

EXAMPLE SPELL
Your Hero Phase
6
MYSTIC SHIELD: The caster's allies are bathed in an unearthly glow that protects them from harm.

Declare: Pick a visible friendly unit wholly within 12" of this WIZARD to be the target. Then, make a casting roll of 2D6.

Effect: The target has WARD (6+) this turn.
KEYWORDSSPELL

1.0 Wizards and Priests
WIZARDS are special units that can cast spells, and PRIESTS are special units that can chant prayers. Spells and prayers are powerful abilities that can have a dramatic impact on the battle.

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

The KROXIGOR keyword is used in the following Seraphon warscrolls:

15.3 Pile-in Moves
Some abilities, such as FIGHT abilities, allow a unit to make a short move called a pile-in move to get into a better position for combat. To do so:

If your unit is in combat: Pick an enemy unit your unit is in combat with to be the target of the pile-in move. Each model in your unit can move up to 3". That move can pass through the combat ranges of any enemy units, but each model must end that move no further from the target unit. At the end of the move, your unit must still be in combat with all units that it was in combat with at the start of the move.

If your unit is not in combat: Each model in your unit can move 3" in any direction. That move can pass through and end within the combat ranges of any enemy units.

  • Pile in: move up to 3".
  • If in combat, the unit must end the move closer, or at least as close, to the target enemy unit.
17.2 Mortal Damage
Some abilities inflict mortal damage. If an ability inflicts mortal damage on a unit, add that number of damage points to the unit’s damage pool for that ability (see 18.2 Allocating Damage).

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

• Skinks

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

Save Roll
The commander of the target unit rolls a dice, subtracting the attacking weapon’s Rend characteristic from the roll. Unmodified save rolls of 1 always fail. If the roll equals or exceeds the Save characteristic of the target unit, the attack fails and the attack sequence ends. If not, it is a successful attack: move on to the next step.
Universal Core Abilities - Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

Reaction: You declared an ATTACK ability
1
ALL-OUT ATTACK: The warriors fight with a frenzied vigour.

Used By: The unit using that ATTACK ability.

Effect: Add 1 to hit rolls for attacks made as part of that ATTACK ability. This also affects weapons that have the Companion weapon ability.
21.0 Healing
Some abilities allow you to heal a unit. To heal a unit, remove a number of damage points from the unit equal to the number in brackets after ‘Heal’, e.g. Heal (2).

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