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:
Faction Pack: Seraphon
| Q: | Is the halved movement from the ‘Lord of Space and Time’ ability permanent? |
| A: | No, it applies only in your opponent’s next turn. |
Seraphon armies can use the following abilities:
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: You must use this ability. Pick an
ASTERISM ability to be prophesied.
Effect: That
ASTERISM ability can be used for the rest of the battle, but the others cannot, unless prophesied by the ‘Further the Great Plan’ ability.
FURTHER THE GREAT PLAN: As the battle unfolds, so do the machinations of the Old Ones.
Declare: You cannot use this ability in the first battle round. Pick an
ASTERISM that you have prophesied. You cannot pick an
ASTERISM that you have previously picked this battle. If you do not meet the condition below that corresponds to that
ASTERISM, this ability has no effect.
- 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 an
ASTERISM ability to be prophesied. Its effects apply in addition to those of all other prophesied
ASTERISM abilities.
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).
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.
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.
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.
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
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: Remove that unit from the battlefield and set it up again on the battlefield more than 9" from all enemy units.
Sunclaw Starhost
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
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
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.
Celestial Disciplines
HERO only
|
| BEING OF THE STARS | 0 |
| REPTILIAN CUNNING | 0 |
| BEASTMASTER | 0 |
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).
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.
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.
Servants of the Cosmic Order
HERO only
|
| KEEPER OF THE OLD WAYS | 0 |
| CHILD OF THE STARS | 0 |
| CHOSEN OF QUETZL | 0 |
KEEPER OF THE OLD WAYS: Having spent centuries poring over tablets of the Old Ones or in deep meditation, or perhaps through some primal intuition, this Seraphon possesses knowledge of ancient secrets concerning the workings of the cosmos.
Effect: You can pick 2 different
ASTERISM abilities instead of 1. They are both used in addition to the one you picked in
the deployment phase.
CHILD OF THE STARS: This warrior is made of pure star-matter, immortal and eternal.
Effect: If this unit would be destroyed, before removing it from play, roll a dice. On a 3+, this unit is not destroyed and any remaining damage points inflicted on it have no effect. Then,
Heal (D3) this unit. This unit cannot use this ability again for the rest of the battle.
CHOSEN OF QUETZL: This champion of Quetzl the Preserver is a master tactician, coordinating the movement of nimble skinks to outmanoeuvre the foe.
Declare: Pick a
visible friendly
non-MONSTER SKINK unit that is
in combat and is wholly within 12" of this unit to be the target.
Effect: Roll a dice. On a 3+, the target can move up to 8". It can move through the
combat ranges of enemy units but cannot end that move in combat.
Servants of the Cosmic Order
HERO only
|
| ARCANE DETERMINATION | 0 |
| CALM AND COLLECTED | 0 |
| LORD OF SPACE AND TIME | 20 |
ARCANE DETERMINATION: Their body thrumming with celestial energies, this Seraphon draws strength from nearby spell-forms in order to see the will of the Old Ones done.
Effect: Add 10 to this unit’s
control score while it is wholly within 12" of a friendly
MANIFESTATION.
CALM AND COLLECTED: Pure tranquillity radiates from this Seraphon, causing anger to dissipate across the battlefield.
Effect: Reduce your and your opponent’s
fury levels by up to 3, to a minimum of 0. You must reduce both players’
fury levels by the same amount.
LORD OF SPACE AND TIME: Having mastered temporal manipulation, this slann can store time before bending it to their will.
This
enhancement can only be given to
Slann Starmasters.
Declare: Pick any number of friendly
SERAPHON units wholly within 12" of this unit that have not used a
MOVE ability this turn to be the targets.
Effect: This unit gains a number of
stored time points equal to the number of targets picked.
Then, if this unit has 5 or more
stored time points, you can pick up to 3
visible enemy units within 18" of it. In your opponent’s next turn, halve the Move characteristic of those enemy units. If you do so, this unit cannot use this ability again for the rest of the battle.
Treasures of the Old Ones
HERO only
|
| COATL FAMILIAR | 20 |
| INCANDESCENT RECTRICES | 0 |
| BLOODRAGE PENDANT | 0 |
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.
INCANDESCENT RECTRICES: This vibrant plumage imbues the bearer with the restorative power of the heavens.
Effect: Heal (D3) this unit.
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).
Monstrous Trait
Monstrous Traits are unique enhancements that can only be given to
MONSTERS.
A unit can only have 1 Monstrous Trait.
|
| TITAN OF THE LAND | 0 |
| ANCIENT DEFENDER | 0 |
| ARMOUR CRUNCHER | 0 |
TITAN OF THE LAND: This warbeast has absorbed so much of its environment’s latent magic that it has become a locus of the natural energies of the Mortal Realms.
Effect: This unit counts as a terrain piece for the purpose of
picking targets for the friendly
Realmshaper Engine’s ‘Power Unleashed’ ability. Do not inflict any
mortal damage on this unit as part of that ability.
ANCIENT DEFENDER: This venerable beast has seen countless battles, as evidenced by its heavily scarred hide.
Effect: Add 1 to
hit rolls for attacks made by this unit’s
Companion weapons.
ARMOUR CRUNCHER: The sheer heft and strength of this beast sees it crush and crumple well-protected foes in their own armour before it even gets around to tearing into them with tooth, horn and claw.
Declare: Pick an enemy unit
in combat with this unit to be the target.
Effect: Roll a dice. If the roll equals or exceeds the target’s Save characteristic, subtract 1 from
save rolls for the target for the rest of the turn.
Beasts of the Dark Jungle
(
SERAPHON MONSTER only)
|
| ARMOUR CRUNCHER | 10 |
| TITANIC SLAM | 10 |
| CHAMELEONIC CAMOUFLAGE | 10 |
ARMOUR CRUNCHER: The sheer heft and strength of this beast sees it crush and crumple well‑protected foes in their own armour before it even gets around to tearing into them with tooth, horn and claw.
Declare: Pick an enemy unit
in combat with this unit to be the target.
Effect: You can spend 1
rage dice. If you do:
- Apply the effect below.
- If your opponent’s fury level is lower than yours, they must increase their fury level by 1, to a maximum of 7.
Otherwise, roll a dice. If the roll equals or
exceeds the target’s Save characteristic, apply the effect below.
Subtract 1 from
save rolls for the target for the rest of the turn.
TITANIC SLAM: Whether because of an earthshaking charge or the swipe of a colossal tail, the enemy is thrown to the ground.
Declare: Pick an enemy unit
in combat with this unit to be the target.
Effect: Roll a dice. Add 1 to the roll if this unit
charged this turn. On a 3+, the target has
STRIKE-LAST for the rest of the turn.
CHAMELEONIC CAMOUFLAGE: This beast’s scales are iridescent while it is mobile, but they quickly change to blend in with the environment when the creature comes to a halt.
Effect: While this unit has not used a
MOVE ability in the same turn, it is not
visible to enemy units more than 12" away
Lore of Celestial Manipulation
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.
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.
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.
Lore of Primal Jungles
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.
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.
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.
Stealth and brutality epitomise a band of Sunblood Prowlers. These expert hunters are relentless seekers of prey, Seraphon charged with the eradication of specific threats to their slann lords' enigmatic plans. Once they have the scent of a foe, nothing save death can dissuade them from their task.
An eclectic but adaptable force, the Sunblooded Prowlers are drawn together under an astral confluence sacred to three of the mighty Old Ones. The chameleonic Hunters of Huanchi are fast-moving and able to seize ground for the slower saurus to exploit. These warriors are the brute strength of the cohort, a solid and unyielding block of scaly flesh. Their saurus leader and his warriors form the Sunblood Pack, and little can withstand their ferocity. Accompanied by its skink Sun Acolytes blessed by Itzl, a Spawn of Chotec delivers gouts of flaming acid, whilst Terrawings bite and hinder. Foes are quickly run to ground by these ruthless Seraphon, and woe betide any who incur their ire.
| | |
| This Spearhead army consists of the following units:
General - Sunblood Pack with Venomites token
Designer’s Note: Even though the Sunblood Pack is a unit of three models, it is referred to as your ’general’.
Units - 5 Saurus Warriors
- 5 Saurus Warriors
- 5 Hunters of Huanchi
- 5 Hunters of Huanchi
- 3 Terrawings
- 1 Spawn of Chotec
| |
| | |
HIDDEN HUNTERS
The Hunters of Huanchi can blend in with their surroundings and vanish from sight.
Your 2
Hunters of Huanchi units and the
Spawn of Chotec are not
set up during
the deployment phase. Instead, from the third battle round onwards, they can use the Chameleon Ambush Ability:
CHAMELEON AMBUSH: The Hunters of Huanchi and the Spawn of Chotec emerge from hiding to unleash a hail of potent poisoned projectiles.
Effect: Set up this unit anywhere on the battlefield more than 6" from all enemy units.
VENGEANCE OF AZYR: The celestite weapons carried by the warriors of a Sun blooded Prowlers host are supercharged with the power of Azyr.
Declare: Pick each enemy unit
in combat with a friendly
SAURUS unit to be the targets.
Effect: Roll a dice for each target. On a 4+, inflict 1
mortal damage on the target.
Pick 1 of the following regiment abilities.
SCALED AEGIS: The tenacity of the saurus Sunbloods is legendary, and that of the cohorts under their command equally so.
Declare: Pick a friendly
SAURUS unit to be the target
Effect: Roll a dice. On a 3+, that unit has
WARD (6+) until the start of your next turn.
FOLLOWERS OF HUANCHI: Huanchi guides the shots of the skinks and their bestial companions.
Declare: Pick a friendly
SKINK unit to be the target.
Effect: Roll a dice. On a 3+, the target’s ranged weapons have
Crit (Auto-wound) for the rest of the turn, including
Companion weapons.
Give your general 1 of the following enhancements.
INSTINCTIVE COMMANDER: The saurus Sunblood has no need to utter orders, his warriors advancing with instinctive understanding.
Declare: Pick a
visible friendly unit wholly within 12" of your general and not
in combat to be the target.
Effect: Roll a dice. On a 3+, the target can immediately use the '
Normal Move' ability as if it were your movement phase.
VENOMITE SWARM: Lethal venom drips from the fangs and claws of Sotek's Venomites.
Declare: Pick an enemy unit
in combat with your general to be the target.
Effect: If your general’s
Venomites token is on the battlefield, roll a D3. On a 1, remove that token from the battlefield. On a 2+, inflict an amount of
mortal damage on the target equal to the roll.
SAVAGE MAULING: Once the saurus Sunblood begins the dismemberment of the enemy, even mystical defences crumble under his terrible strength
Declare: Pick an enemy unit
in combat with your general to be the target.
Effect: Ward rolls cannot be made for the target for the rest of the turn.
BLESSED BY THE OLD ONES: The Sunblood is whisked away by powers unseen moments before a fatal blow can fall, perhaps granting his indomitable spirit time enough to bring him to his feet once more.
Declare: Your general must use this ability if it has been destroyed. Roll a dice.
Effect: On a 2+, you can
set up a
replacement unit with 1 Sunblood model anywhere on the battlefield more than 6" from all enemy units.
| | |
| A Sunblood is a potent warrior and leader whose roaring savagery inspires his fellow Seraphon to acts of primal ferocity in the name of the Old Ones. Always accompanied by a pair of Saurus Bodyguards who would give their lives for their charge, the Sunblood Pack is a formidable opponent that any foe would do well to think twice about engaging in combat. | |
| | |
| Celestite Weapons |
| | Celestite Weapons | 3 | 3+ | 3+ | 1 | 2 |
The models in this unit are 1 Sunblood and 2 Saurus Bodyguard. Each model is armed with Celestite Weapons.
This unit’s Venomites are a token.
SCALED PROTECTORS: The saurus bodyguard know no other purpose than to follow and protect their Sunblood leader until their dying breath.
Effect: While this unit includes a
Sunblood, ignore the first damage point that would be allocated to this unit each phase and add 1 to this unit’s
control score.
SAVAGE BELLOW: The Sunblood looses a fearsome bellow, inspiring a fearsome savagery in his warriors.
Declare: Pick a
visible friendly unit wholly within 12" of this unit to be the target and roll a dice.
Effect: On a 3+, the target’s weapons have
Crit (2 Hits) for the rest of the turn, including
Companion weapons.
| | |
| Believed to be the children of the eponymous sun god, Spawn of Chotec are predatory creatures capable of belching forth deadly liquid flame. Enemies who survive this fiery burst soon find themselves horrifically digested alive by the caustic juices. | |
| | |
| Glob of Flame Acid [Companion] |
| | Glob of Flame Acid Companion | 16" | 1 | 4+ | 2+ | 2 | D3+3 |
| Fiery Maw [Companion] |
| | Fiery Maw Companion | | 3 | 3+ | 3+ | 2 | 3 |
SUN ACOLYTES: The Sun Acolytes that accompany a Spawn of Chotec carry out complex tasks upon the battlefield safe in the knowledge that the salamander serves as a deadly deterrent to would be attackers.
Effect: This unit has a crew of 3
Sun Acolytes that are
tokens. Add 1 to this unit’s
control score for each
Sun Acolyte it has. If this unit has no
Sun Acolytes, it has a maximum control score of 1. Each time you make an unmodified
save roll of 1 for this unit, remove 1 of its
Sun Acolytes from the battlefield after the Attack ability has been resolved (the damage point is still inflicted).
| | |
| The saurus are the warrior caste of the Seraphon race. From the moment they emerge from the spawning pools, they are perfectly adapted for their task: muscular, protected by iron-hard scales and possessing vicious claws and teeth. Saurus are predators by nature, capable of fighting with immense savagery, yet though their minds are focused entirely on war, they are not mindless. They share a bond with their spawn-kin that goes beyond words, allowing them to fight with uncanny coordination and discipline in the prosecution of the Great Plan. | |
| | |
| Celestite Club |
| | Celestite Club | 2 | 3+ | 3+ | 1 | 1 |
ORDERED COHORTS: Devoted servants of the Old Ones, Saurus Warriors are as intractable in defence as they are relentless upon the attack.
Effect: Add 1 to
save rolls for this unit while it is
contesting an objective you
control.
| | |
| Smaller - but no less vicious - cousins of the Terradons, Terrawings are often found accompanying Hunters of Huanchi. Their natural aggression and ear-splitting shrieks ca hold the attention of any foe, allowing the skinks to slip away. | |
| | |
| Snapping Beaks [Companion] |
| | Snapping Beaks Companion | 3 | 4+ | 4+ | - | 1 |
NERVE-SHREDDING SCREECHES: The shrill cries of a Terrawing flock can cause disarray across the enemy line.
Declare: Pick an enemy unit
in combat with this unit to be the target.
Effect: Roll a dice. On a 4+, subtract 1 from
hit rolls for the target’s
combat attacks for the rest of the turn.
| BEAST, FLY, REINFORCEMENTS |
| | |
| 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. | |
| | |
| Dartpipe |
| | Dartpipe | 10" | 2 | 3+ | 3+ | - | 1 |
| Feeble Claws |
| | Feeble Claws | | 1 | 4+ | 5+ | - | 1 |
STAR-VENOM: The blowdarts used by the Hunters of Huanchi are coated in deadly toxins.
Declare: Pick an enemy unit that had any
damage points allocated to it this turn by attacks made with this unit’s
Dartpipe to be the target.
Effect: Roll a dice. On a 2+, subtract 1 from
wound rolls for the target’s
combat attacks for the rest of the turn.
Cold-blooded and enigmatic, the Seraphon are a merciless race. These reptilian warriors are utterly committed to their masters’ Great Plan, and any who interfere – intentionally or otherwise – with that cosmic design are marked for obliteration. Often, it is a Starscale Warhost that will be dispatched to ensure the Plan’s continuation. Whether tracking down a target marked for death by the esoteric slann or defending the enchanted jungles in which the Seraphon dwell, these forces are more than a match for their warm-blooded adversaries.
Cohorts of Saurus Warriors are the heart of each Starscale Warhost. As savage on the attack as they are formidable on the defence, they can excel even when outnumbered. At their side lumber the Kroxigor; though these towering brutes are primarily labourers, their immense strength makes them well suited for battle, making red ruin of more stubborn adversaries. The greatest weapon of a Starscale Warhost, however, is its saurus overlord and the monstrous Carnosaur upon which they ride. Coaxed from the deepest jungles, Carnosaurs are living engines of destruction, capable of swallowing warriors whole. Guided by the strategic instincts of the Oldbloods, a Starscale Warhost is a brutal weapon in service of the Great Plan.
| | |
| This Spearhead army consists of the following units:
General - Saurus Oldblood on Carnosaur
Units - 5 Saurus Warriors
- 5 Saurus Warriors
- 3 Kroxigor
| |
| | |
BEAST OF THE DARK JUNGLES: The perilous jungles of the Seraphon are the hunting grounds of the mighty Carnosaur, a reptilian titan that strikes fear and awe into the hearts of its enemies.
Declare: Pick your general to use this ability if they are
in combat.
Effect: Pick 1 of the following:
Gargantuan Jaws: Pick an enemy unit in combat with your general and roll a dice. If the roll exceeds that unit’s Health characteristic, 1 model in that unit is slain.
Roar: Pick an enemy unit in combat with your general. Subtract D6 from that unit’s
control score this turn.
Pick 1 of the following regiment abilities.
PREDATORY FIGHTERS: These warriors bite bloody chunks of flesh from their foes in battle.
Declare: Roll a dice for each enemy unit
in combat with any friendly units.
Effect: On a 3+, inflict 1
mortal damage on the unit being rolled for.
TEMPLE-CITY GUARDIANS: Patrolling the lands on the outskirts of their domain, these defenders will stop at nothing to see intruders driven back.
Effect: Friendly units have
WARD (6+) while they are wholly within friendly territory.
Give your general 1 of the following enhancements.
SOTEK'S GAZE: The eyes of this gilded war-mask resonate with the pitiless hunger of the Serpent God. With it, the Oldblood brutally cows lesser foes.
Effect: Roll a dice. Add the roll to your general’s
control score this turn.
BLADE OF REALITIES: Entrusted only to the most formidable Oldbloods, this pan-dimensional weapon exists to bring about the end of tyrants.
Effect: Add 1 to the Rend characteristic of your general’s
Relic Celestite Weapon.
ANCIENT STRATEGIST: This Oldblood has centuries of experience in commanding their cohorts.
Declare: Pick a friendly unit wholly within 12" of your general. You cannot pick your general.
Effect: That unit can use the ‘
Normal Move’ ability as if it were your movement phase.
THE WRATH OF CHOTEC: An ancient relic removed from the deepest temple vaults, this gauntlet allows an Oldblood to channel the full might of the Seraphon’s solar god.
Effect: The Attacks characteristic of your general’s
Sunbolt Gauntlet is 6 instead of D6.
| | |
| As a saurus ages, their body become even more finely honed for war, and greater degrees of tactical skill are unlocked within them. They become able to orchestrate grand flanking attacks and sudden feints, though they still act upon instinct above all. They also grow to possess the will not only to wield the destructive relics of the Old Ones but to master a Carnosaur – a huge bipedal monster of ancient times. The battle frenzy of a Carnosaur is, if anything, even greater than its saurus rider, and together beast and master can tear apart even the most terrible of adversaries. | |
| | |
| Sunbolt Gauntlet [Shoot in Combat] |
| | Sunbolt Gauntlet Shoot in Combat | 12" | D6 | 3+ | 3+ | 1 | 1 |
| Relic Celestite Weapon |
| | Relic Celestite Weapon | | 5 | 3+ | 3+ | 1 | 2 |
Carnosaur’s Massive Jaws [Companion] |
| | Carnosaur’s Massive Jaws Companion | | 3 | 4+ | 2+ | 2 | 3 |
BATTLE DAMAGEDEffect: While this unit has 10 or more damage points, the Attacks characteristic of its Carnosaur’s Massive Jaws is 1.
ANCIENT WARLORD: An Oldblood commands their saurian brethren with relentless focus and drive.
Declare: Pick a friendly unit wholly within 12" of this unit to be the target. You cannot pick this unit.
Effect: Until the start of your next turn, add 1 to
charge rolls for the target.
| | |
| The saurus are the warrior caste of the Seraphon race. From the moment they emerge from the spawning pools, they are perfectly adapted for their task: muscular, protected by iron-hard scales and possessing vicious claws and teeth. Saurus are predators by nature, capable of fighting with immense savagery, yet though their minds are focused entirely on war, they are not mindless. They share a bond with their spawn-kin that goes beyond words, allowing them to fight with uncanny coordination and discipline in the prosecution of the Great Plan. | |
| | |
| Celestite Club |
| | Celestite Club | 2 | 3+ | 3+ | 1 | 1 |
ORDERED COHORTS: Devoted servants of the Old Ones, Saurus Warriors are as intractable in defence as they are relentless upon the attack.
Effect: Add 1 to
save rolls for this unit while it is
contesting an objective you
control.
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| Kroxigor are towering brutes, spawned in aeons past to serve as the physical labourers of the Seraphon. Their comparative lack of intellect is offset by their primitive determination and, most of all, their terrifying strength – strength that can see them snatch an armoured knight from the saddle and rip them apart. When war calls, the might of the Kroxigor is brought to bear against the Seraphon’s enemies. Wielding toothed mauls and hammers that glow with celestial energies, the Kroxigor demolish foes with broad and punishing swings while shrugging off their panicked retaliatory strikes. | |
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| Drakebite Maul |
| | Drakebite Maul | 4 | 4+ | 2+ | 1 | 2 |
BRUTAL BLOWS: Kroxigor swing their weapons in wide arcs, smashing aside a multitude of foes with each blow.
Effect: This unit’s melee weapons have
Crit (2 Hits) if the target unit has 5 or more models.