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 Pack4December 2025
  Rules Updates
  Rules UpdatesRulebook4April 2026
  Legends compendium
  Legends compendiumWarscroll4April 2026
  Spearhead: Seraphon - Starscale Warhost
  Spearhead: Seraphon - Starscale WarhostExpansion4April 2026
  Spearhead: Seraphon - Sunblooded Prowlers
  Spearhead: Seraphon - Sunblooded ProwlersExpansion4April 2026
  Battle Profiles
  Battle ProfilesRulebook4April 2026
  Daughters of Khaine
  Daughters of KhaineBattletome4March 2026
  Sylvaneth
  SylvanethBattletome4March 2026
  Disciples of Tzeentch
  Disciples of TzeentchBattletome4February 2026
  Lumineth Realm-lords
  Lumineth Realm-lordsBattletome4February 2026
  Seraphon - Sunblood Pack Warscroll
  Seraphon - Sunblood Pack WarscrollDatasheet4December 2025
  Regiments of Renown
  Regiments of RenownWarscroll4September 2025
  Grotmas Advent: Regiments of Renown
  Grotmas Advent: Regiments of RenownWarscroll4September 2025
  Kharadron Overlords
  Kharadron OverlordsBattletome4July 2025
  Cities of Sigmar
  Cities of SigmarFaction Pack4July 2025
  Regiments of Renown - Idoneth Deepkin
  Regiments of Renown - Idoneth DeepkinExpansion4July 2025
  Scourge of Ghyran - Seraphon
  Scourge of Ghyran - SeraphonExpansion4May 2025
  Sons of Behemat
  Sons of BehematFaction Pack4January 2025
  Stormcast Eternals
  Stormcast EternalsBattletome4September 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.

BATTLE PROFILE
NamePoints
Eternal Starhost0
Sunclaw Starhost0
Shadowstrike Starhost0
Thunderquake Starhost0

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

BATTLE PROFILE
NamePoints
BEING OF THE STARS0
REPTILIAN CUNNING0
BEASTMASTER0
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.


Servants of the Cosmic Order

HERO only

BATTLE PROFILE
NamePoints
KEEPER OF THE OLD WAYS0
CHILD OF THE STARS0
CHOSEN OF QUETZL0
Once Per Turn, Reaction: You declared the ‘Further the Great Plan’ ability
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.

Passive
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.

Any Combat Phase
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.

Artefacts of Power

Treasures of the Old Ones

HERO only

BATTLE PROFILE
NamePoints
COATL FAMILIAR20
INCANDESCENT RECTRICES0
BLOODRAGE PENDANT0
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).

Monstrous Traits

Monstrous Traits are enhancements that can only be given to MONSTERS.

BATTLE PROFILE
NamePoints
TITAN OF THE LAND0
ANCIENT DEFENDER0
ARMOUR CRUNCHER0
Passive
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.

Passive
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.

Any Combat Phase
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.
KEYWORDSRAMPAGE

Spell Lore

BATTLE PROFILE
NamePoints
Lore of Celestial Manipulation20
Lore of Primal Jungles0

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

SPEARHEAD


Sunblooded Prowlers

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

Battle Traits

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:

Your Movement Phase
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.

Once Per Turn (Army), End of Any Turn
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.


Regiment Abilities

Pick 1 of the following regiment abilities.

Your Hero Phase
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.

Your Shooting Phase
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.


Enhancements

Give your general 1 of the following enhancements.

Your Hero Phase
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.

Any Combat 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.

Any Combat Phase
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.

End of Any 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.


Warscrolls

SPEARHEAD WARSCROLL
Sunblood Pack
5"
3
4+
1
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.
SPEARHEAD WARSCROLL
Sunblood Pack
MELEE WEAPONS
AtkHitWndRndDmg
Celestite Weapons
Celestite Weapons33+3+12
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.

Passive
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.

Your Hero Phase
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.

KEYWORDS
HERO, INFANTRY

SPEARHEAD WARSCROLL
Spawn of Chotec
5"
8
5+
1
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.
SPEARHEAD WARSCROLL
Spawn of Chotec
RANGED WEAPONS
RngAtkHitWndRndDmg
Glob of Flame Acid [Companion]
Glob of Flame Acid
Companion
16"14+2+2D3+3
MELEE WEAPONS
AtkHitWndRndDmg
Fiery Maw [Companion]
Fiery Maw
Companion
33+3+23
Passive
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).

KEYWORDS
BEAST

SPEARHEAD WARSCROLL
Saurus Warriors
5"
2
4+
1
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.
SPEARHEAD WARSCROLL
Saurus Warriors
MELEE WEAPONS
AtkHitWndRndDmg
Celestite Club
Celestite Club23+3+11
Passive
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.

KEYWORDS
INFANTRY

SPEARHEAD WARSCROLL
Terrawings
12"
2
5+
1
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.
SPEARHEAD WARSCROLL
Terrawings
MELEE WEAPONS
AtkHitWndRndDmg
Snapping Beaks [Companion]
Snapping Beaks
Companion
34+4+-1
Any Combat Phase
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.

KEYWORDS
BEAST, FLY, REINFORCEMENTS

SPEARHEAD WARSCROLL
Hunters of Huanchi
8"
1
6+
1
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.
SPEARHEAD WARSCROLL
Hunters of Huanchi
RANGED WEAPONS
RngAtkHitWndRndDmg
Dartpipe
Dartpipe10"23+3+-1
MELEE WEAPONS
AtkHitWndRndDmg
Feeble Claws
Feeble Claws14+5+-1
Any Shooting Phase
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.

KEYWORDS
INFANTRY

Starscale Warhost

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

Battle Traits

Any Combat Phase
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.


Regiment Abilities

Pick 1 of the following regiment abilities.

Once Per Phase, End of Any Turn
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.

Passive
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.


Enhancements

Give your general 1 of the following enhancements.

End of Any Turn
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.

Passive
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.

Once Per Battle, Enemy Movement Phase
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.

Passive
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.


Warscrolls

SPEARHEAD WARSCROLL
Saurus Oldblood
on Carnosaur
10"
14
4+
5
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.
SPEARHEAD WARSCROLL
Saurus Oldblood
on Carnosaur
RANGED WEAPONS
RngAtkHitWndRndDmg
Sunbolt Gauntlet [Shoot in Combat]
Sunbolt Gauntlet
Shoot in Combat
12"D63+3+11
MELEE WEAPONS
AtkHitWndRndDmg
Relic Celestite Weapon
Relic Celestite Weapon53+3+12
Carnosaur’s Massive Jaws [Companion]
Carnosaur’s Massive Jaws
Companion
34+2+23
Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Carnosaur’s Massive Jaws is 1.

Your Hero Phase
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.

KEYWORDS
HERO, MONSTER

SPEARHEAD WARSCROLL
Saurus Warriors
5"
2
4+
1
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.
SPEARHEAD WARSCROLL
Saurus Warriors
MELEE WEAPONS
AtkHitWndRndDmg
Celestite Club
Celestite Club23+3+11
Passive
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.

KEYWORDS
INFANTRY

SPEARHEAD WARSCROLL
Kroxigor
5"
6
4+
2
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.
SPEARHEAD WARSCROLL
Kroxigor
MELEE WEAPONS
AtkHitWndRndDmg
Drakebite Maul
Drakebite Maul44+2+12
Passive
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.

KEYWORDS
INFANTRY
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, attacks made by this weapon are not affected by friendly abilities that modify hit rolls, wound rolls or weapon characteristics, except for those that apply negative modifiers (e.g. ‘Covering Fire’).
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 a rule or ability requires a target to be both within a given range of and visible to the unit using that ability, or to a model in that unit, both conditions must be met by the same model in the target. You could not, for instance, target a unit where one model is within range but not visible and another model is not in range but is visible.
  • 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

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).
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. For the rest of the turn, subtract 1 from save rolls for the unit using this 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.
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).
7.0 Combat Range
Each model has a combat range that extends 3" horizontally from its base and any distance vertically from that circle to form a cylinder. The combat range of a unit extends 3" horizontally and any distance vertically from every model in that unit. Units from opposing armies that are within each other’s combat range and that are visible to each other are in combat with each other. When a unit that is not in combat enters the combat range of a visible enemy unit, it moves into combat.
A model is considered to be in combat with an enemy unit if that unit is within the model’s combat range and visible to it’

  • A unit’s combat range extends 3" out from every model in that unit.
  • If any enemy models are within a unit’s combat range and visible to it, that unit is in combat.
4.1 Enhancements
Each set of faction rules include a number of enhancements that can be given to units, e.g. heroic traits and artefacts of power. You can take 1 enhancement from each enhancement table in your faction rules. Each enhancement table lists which units are eligible to be given that enhancement. UNIQUE units cannot be given enhancements.

While some abilities allow you to take extra enhancements, the same unit can never have more than 1 enhancement of the same type, and you can never include the same enhancement in your army more than once. Enhancements cannot be given to Regiment of Renown units unless they have a keyword that matches that faction’s name.
16.0 Picking Targets
When declaring an ATTACK ability for a unit, you must pick the target unit(s) for its attacks. The number of attacks each model can make is equal to the Attacks characteristic of the weapons it is using. In most cases, models attack with every weapon on their warscroll (melee weapons for combat attacks, ranged weapons for shooting attacks), though some warscrolls specify that certain models in the unit are armed with special weapons or that the unit must pick between multiple weapons when it attacks.

If the unit is in combat, it can only target units that are in combat with it. If a model has more than one attack, you can split the attacks between eligible targets as you wish.
  • Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.

  • Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).
23.0 Tokens
Tokens are not considered to be models for rules purposes and can be ignored or moved out of the way for purposes of visibility, coherency or abilities. They cannot be picked as the target of abilities. Their purpose is to indicate persisting effects on units they are placed next to. Each time a unit with a token finishes a move or is set up, place the token next to the unit.
Crit (Auto-wound)
If an attack made with this weapon scores a critical hit, that attack automatically wounds the target. Make a save roll as normal.
Universal Core Abilities - Movement Phase
Your Movement Phase
NORMAL MOVE: The warriors advance across the battlefield.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: That unit can move a distance up to its Move characteristic. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE

Your Movement Phase
RUN: The unit rushes into position.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Make a run roll of D6. That unit can move a distance up to its Move characteristic added to the run roll. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE, RUN

Your Movement Phase
RETREAT: The fighters disengage from combat, though at the cost of lowering their defences.

Declare: Pick a friendly unit that is in combat to use this ability.

Effect: Inflict D3 mortal damage on that unit. That unit can move a distance up to its Move characteristic. That unit can move through the combat ranges of any enemy units but cannot end that move within an enemy unit’s combat range.
KEYWORDSCORE, MOVE, RETREAT

24.2 Replacement Units
Some abilities allow you to set up a replacement unit. When setting up that unit, it should have the same warscroll type, weapon options and number of models as the original unit, unless otherwise specified in the ability. Many of these abilities specify the proportion of models in the replacement unit (e.g. half the number of models from the original unit). In these cases, you can pick which models from the original unit are set up.

The replacement unit is otherwise treated as a new unit; any keywords or abilities the original unit gained during the battle, and any persisting effects that applied to it, do not apply to the replacement unit. Each unit can only be replaced once, and you cannot replace replacement units.

Because a replacement unit is treated as a completely new unit, it could, for instance, use a Once Per Battle ability on its warscroll even if the unit it replaced used that ability earlier in the battle.
32.2 Objective Control
In the deployment phase after all Deployment Phase abilities have been used and at the end of each turn, follow this sequence for each objective in an order chosen by the active player:
  1. Starting with the active player, each player determines the control score of each of their units that is contesting that objective. A unit’s control score is the combined Control characteristics of all the models in that unit that are contesting the objective. Some abilities modify a unit’s control score, but it cannot be reduced to less than 1.
  2. Each player adds up the control scores of all of their units contesting that objective. This is their army control score for that objective.
  3. The players compare their army control scores for that objective. If one player’s score is higher, that player gains control of that objective. Once a player gains control of an objective, it remains under their control until their opponent gains control of it.

Sometimes objective markers get accidentally nudged while you are moving models around. This is perfectly fine - just remember to put them back in their proper positions when determining objective control.
32.1 Contesting Objectives
Unless otherwise specified, if an objective is within a model’s combat range, that model is contesting that objective. If any models in a unit are contesting an objective, that unit is contesting that objective.

Each unit can only count as contesting a single objective for the purposes of determining objective control (see 32.2). Before determining objective control, for each of their units contesting two or more objectives, the active player must pick one of those objectives for it to contest. Then, their opponent does the same.

Designer’s Note: For purposes other than determining objective control, a unit can contest more than one objective.
Combat attacks
Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.
18.2 Allocating Damage
After resolving the effect of any ability that inflicts damage points (whether via attacks, mortal damage or both), you must allocate the damage points.

When allocating damage points to a unit, the damage points in its damage pool are allocated to it one at a time. Each time the number of damage points allocated to the unit equals the Health characteristic of that unit, 1 model in that unit is slain (and removed from play) and the number of damage points allocated to that unit is reset to 0. Keep allocating damage points until there are none left in the damage pool.

If the number of damage points allocated to a unit is not enough to slay a model, keep track of the number of damage points currently allocated to the unit (most players place a dice or markers next to the unit). While a unit has any damage points allocated to it, it is damaged.
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.
Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.
14.3 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

Army List
Warscrolls collated

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