Seraphon – Warscrolls


Cavalry Hero


SERAPHON WARSCROLL
Ripperdactyl Chief
14"
5
5+
2
Those rare, hot-tempered Skink Chiefs who revel in bloodshed and carnage bond themselves to a Ripperdactyl – winged menaces renowned for their cruel ferocity. These skinks have little interest in graceful aerial acrobatics – to them, the only thing that matters is the annihilation of those who dare blemish the territories of the Seraphon with their presence. They command ravaging sky-packs of Ripperdactyl Riders, scanning for prey on the ground below before commanding their mount to tuck their wings and dive in for the kill. With snapping jaws and sickle-like talons, Ripperdactyls excel in the chaos of close combat, relying upon the shock of their sudden charge to take large prey by surprise. The Chief’s mount is always the eldest and most ferocious of its brood. While the Ripperdactyl rampages beneath them, they lash out with a skyblade, carving apart their foes in as bloody a manner as possible to inspire nearby riders to new heights of ferocity. This process is aided by the dropping of blot toads – loathsome amphibians whose pheromonic stench drives Ripperdactyls into a maddened frenzy that will only abate when there are no more enemies to disembowel.
SERAPHON WARSCROLL
Ripperdactyl Chief
MELEE WEAPONS
AtkHitWndRndDmg
Ripperdactyl’s Tearing Jaws [Charge (+1 Damage), Companion]
Ripperdactyl’s Tearing Jaws
Charge (+1 Damage), Companion
34+3+11
Skyblade [Crit (Auto-wound)]
Skyblade
Crit (Auto-wound)
54+4+12
BATTLE PROFILE

Unit Size: 1      Points: 130
Base size: 50mm
Can be reinforced: No
Regiment Options: 0-1 MONSTER, 0-1 BEAST, Any SKINK CAVALRY

Once Per Battle (Army), Deployment Phase
BLOT TOAD: When a Ripperdactyl flock takes flight, the Seraphon will seed creatures known as blot toads across the battlefield. These loathsome amphibians emit a pervasive stink that is unpalatable to all cold-blooded creatures, but especially the Ripperdactyls.

Declare: You receive 1 Blot Toad token for each Ripperdactyl Chief or Ripperdactyl Riders unit in your army, to a maximum of 3 tokens. Pick a number of enemy units equal to the number of Blot Toads you have to be the targets.

Effect: Place a Blot Toad next to each target.

Once Per Battle, Any Combat Phase
RIPPERDACTYL ASSAULT: A Ripperdactyl Chief is as ferocious as their mount, inspiring nearby Ripperdactyl Riders to attack with unbridled fury.

Effect: Add 1 to the Attacks characteristic of Moonstone Warspears used by friendly Ripperdactyl Riders units wholly within 12" of this unit for the rest of the turn.

Passive
TOAD RAGE: The mere scent of a blot toad sends Ripperdactyls into a frenzy.

Effect: Add 1 to the Attacks characteristic of this unit’s Ripperdactyl’s Tearing Jaws while it is in combat with any units that have a Blot Toad.

KEYWORDS
HERO, CAVALRY, FLY
ORDER, SERAPHON, SKINK


SERAPHON WARSCROLL
Saurus Scar-Veteran
on Aggradon
10"
8
4+
2
Scar-Veterans are champion saurus who have proved their status as the mightiest of their kind over centuries of warfare. The story of countless victories are told by the vicious scars that mark their scales. Though not yet approaching the vast experience of an Oldblood, they are still entrusted by the slann with positions of great authority on the battlefield. They lack any sense of ego or glory-hunger and desire only to serve the Old Ones in the only way they know how. As they hack down enemies by the score with celestite weapons, Scar Veterans inspire their warrior kin to acts of similar heroism, stoking their reptilian fury to new heights. While some Scar-Veterans do battle on foot, most prefer to harness the speed and killing power of a reptilian warbeast. The murderous creatures known as Aggradons are a common choice. These fleet-footed raptors can swiftly transport their master to the most precarious sections of a battlefield and there turn the tide by launching themselves into the fray in a whirling storm of claws and fangs. With an eight-foot killer striking out from atop the Aggradon’s back, there are few foes that can withstand such an onslaught for long.
SERAPHON WARSCROLL
Saurus Scar-Veteran
on Aggradon
MELEE WEAPONS
AtkHitWndRndDmg
Celestite Spear or Club [Charge (+1 Damage)]
Celestite Spear or Club
Charge (+1 Damage)
43+3+22
Aggradon’s Rending Bites and Striking Talons [Companion]
Aggradon’s Rending Bites and Striking Talons
Companion
34+3+22
BATTLE PROFILE

Unit Size: 1      Points: 190
Base size: 90 × 52mm
Can be reinforced: No
Regiment Options: 0-1 Favoured Spawning, Any SAURUS

End of Any Turn
PRIMAL RAGE: The mere taste of enemy blood whips an Aggradon into a battle frenzy and sends the beast on a violent rampage.

Effect: This unit must use this ability each turn.

If this unit used any FIGHT abilities this turn, place a rage token next to it, to a maximum of 3. If this unit did not use any FIGHT abilities this turn, remove all rage tokens it has.

Add 1 to the Attacks characteristic of this unit’s Companion weapons for each rage token it has until the end of the next turn.

Once Per Battle (Army), Any Combat Phase.
ALPHA ROAR: The Aggradons ridden by Scar-Veterans are the most violent examples of a brutal species. When they throw back their heads to unleash a earsplitting roar, their kin soon follow suit.

Declare: Pick this unit and each friendly Aggradon Lancers unit wholly within 12" of it to be the targets.

Effect: Add 1 to the Attacks characteristic of the targets’ Companion weapons for the rest of the turn. In addition, place a rage token next to each target, to a maximum of 3 per unit.

KEYWORDS
HERO, CAVALRY
ORDER, SERAPHON, SAURUS


SERAPHON WARSCROLL
Terradon Chief
14"
5
5+
2
Airborne daredevils chosen by the sky-god known as the Great Coatl to dominate the skies, Terradon Chiefs ride their flying companions into battle with breathtaking boldness, scything through their foes and leaving blood and disorientation in their wake. These are amongst the largest and most martial of all skinks, marked out by their imposing bone war-masks and a skyblade of refined celestite that can carve through a Steam Tank’s hull. They are granted free rein to lead winged cohorts of fellow Terradon Riders into battle, carrying out swift and agile offensives beyond those of their more stolid and single-minded saurus kin. Skink Chiefs prize Terradons due to their remarkable speed, which allows them to reach any corner of the battlefield in the blink of an eye. Their favoured tactic is to urge the creatures high into the sky and then swoop down in a sheer, vertical dive, urging their beasts to release the orbs of meteoric rock they clutch in their talons. Often masked by the glare of Hysh, this air strike comes so quickly that enemies do not even notice their peril until the murderous missiles start crashing down amidst their ranks, crushing skulls and bursting apart in a lethal spray of stone shrapnel.
SERAPHON WARSCROLL
Terradon Chief
MELEE WEAPONS
AtkHitWndRndDmg
Terradon’s Razor-sharp Jaws [Companion]
Terradon’s Razor-sharp Jaws
Companion
34+3+11
Skyblade [Crit (Auto-wound)]
Skyblade
Crit (Auto-wound)
54+4+12
BATTLE PROFILE

Unit Size: 1      Points: 130
Base size: 50mm
Can be reinforced: No
Regiment Options: 0-1 MONSTER, 0-1 BEAST, Any SKINK CAVALRY

Passive
ATTACK FROM ON HIGH: Terradons circle high in the sky, only darting down for a brief moment to launch a strafing run.

Effect: Subtract 1 from hit rolls for shooting attacks that target this unit.

Your Movement Phase
CHIEF’S DEADLY CARGO: Terradons carry heavy boulders hewn from meteoric rock and carved with sigils of destruction. When these are dropped upon enemy lines, those not immediately crushed are sent flying in all directions.

Declare: Pick an enemy unit that this unit passed across this phase to be the target.

Effect: Roll a dice and add 2 to the roll if this unit is within the combat ranges of any friendly Terradon Riders units. On a 5+:
  • Inflict D3 mortal damage on the target.

  • If any damage points are allocated by this ability and the target does not have Fly, the target cannot use RUN abilities until the start of your next turn.

KEYWORDS
HERO, CAVALRY, FLY
ORDER, SERAPHON, SKINK

Infantry Hero


SERAPHON WARSCROLL
Saurus Astrolith Bearer
5"
6
4+
5
Astroliths function as an aetheric nexus amidst the fury of battle. They channel celestial tides of magic in order to empower the spellcraft of nearby Seraphon mages or to ravage the enemy with scorching bolts of heavenly flame. These serpentine totems, lined with star-glyphs and enveloping a floating core of celestite, might once have had a purpose entirely different to that which they now serve. Even the wise slann do not fully comprehend the complexities of their fluctuating symbols which glow and crackle, seemingly at random, with sparking azure light. To the saurus that wields the Astrolith, and to those Seraphon exposed to its glittering presence, this is proof that the Old Ones are watching from afar and realigning events in order to serve the Great Plan. The position of Astrolith Bearer is not one earned through glory; it is assigned to a few destined souls marked from the moment of their spawning. Clad in relic armour and wielding a celestite warclub, they must defend their Astrolith until death, for these icons of the lost gods are few in number and of incalculable importance to the starhosts.
SERAPHON WARSCROLL
Saurus Astrolith Bearer
MELEE WEAPONS
AtkHitWndRndDmg
Celestite Warclub
Celestite Warclub43+3+12
BATTLE PROFILE

Unit Size: 1      Points: 150
Base size: 40mm
Can be reinforced: No
Regiment Options: Any SAURUS
Notes: This HERO can join an eligible regiment as a Favoured Spawning.

Reaction: You declared a SPELL ability for a friendly SERAPHON WIZARD wholly within 12" of this unit
CELESTIAL CONDUIT: An astrolith is empowered by celestial magic in the vicinity

Effect: If that spell is successfully cast, for the rest of the turn, add 3 to the control scores of friendly SERAPHON units while they are wholly within 12" of this unit.

Passive
REVIVIFYING ENERGIES: The cosmic energies emanating from an astrolith protect nearby Seraphon, sealing the most grievous wounds in flashes of cerulean light.

Effect: Friendly SERAPHON INFANTRY units have WARD (6+) while they are wholly within 12" of this unit. If a unit already has WARD (6+), it has WARD (5+) instead.

KEYWORDS
HERO, INFANTRY
ORDER, SERAPHON, SAURUS


SERAPHON WARSCROLL
Saurus Oldblood
5"
7
4+
2
Oldbloods are veterans of a species bred solely for war, survivors of untold battles and the unrelenting annihilators of those who would defy their creator-gods. Taller and broader than their kin, their rough scales are criss-crossed with scars and old wounds, and they radiate a primal authority that all other Seraphon, save for the slann, intuitively defer to. Though not scholars of war, their instincts have been honed by centuries of killing; as a result, an Oldblood innately understands when to strike or when to roar for his warriors to close ranks and form an impenetrable wall of fangs and claws. Like all saurus, Oldbloods can speak, though their grasp of the Seraphon tongue is largely limited to military matters – ‘attack’, ‘defend’, ‘flank’ – as well as concepts such as ‘shelter’, ‘meat’ and ‘itchy’. They much prefer to conduct matters with their weapons and, accordingly, have access to a wealth of esoteric armaments held in the vaults of the Old Ones. Though they have no understanding as to how these relics function, the monomaniacal saurus favour devices capable of intense destruction, such as spears that crackle with Azyrite energy and gauntlets that hurl cosmic fire.
SERAPHON WARSCROLL
Saurus Oldblood
MELEE WEAPONS
AtkHitWndRndDmg
Relic Celestite Weapon
Relic Celestite Weapon53+3+12
BATTLE PROFILE

Unit Size: 1      Points: 110
Base size: 32mm
Can be reinforced: No
Regiment Options: 0-1 Favoured Spawning, Any SAURUS

Once Per Battle, Any Combat Phase
WRATH OF THE SERAPHON: The Oldblood directs nearby saurus to act upon their savage instincts.

Effect: For the rest of the turn, add 1 to wound rolls for combat attacks made by friendly SAURUS INFANTRY units while they are wholly within 12" of this unit.

Reaction: You declared a FIGHT ability for this unit
PREDATORY EXEMPLAR: Oldbloods lead through instinctual ferocity, trusting their saurus kin to follow in their wake.

Effect: Pick a friendly non-HERO SAURUS INFANTRY unit that has not used a FIGHT ability this turn and is within this unit’s combat range to be the target. The target can be picked to use a FIGHT ability immediately after the FIGHT ability used by this unit has been resolved.

KEYWORDS
HERO, INFANTRY
ORDER, SERAPHON, SAURUS


SERAPHON WARSCROLL
Skink Starpriest
8"
5
6+
2
At certain astrological conjunctions, a spawning pool will produce a single skink wreathed in arcane power and marked out for a great destiny. This creature is taken under the wing of their constellation’s senior Starseers, tutored in the astromantic arts and other esoteric disciplines. Starpriests fulfil many roles in Seraphon society; they are diplomats, engineers, prophets and adjutants. Often they are seen in the presence of a Starmaster, acting as living conduits of the slann’s mystical might. Yet Starpriests also possess potent magical abilities of their own, and when conflict rears its ugly head, they gladly bring this arcane fury to bear upon the enemies of the Great Plan. Any foe who imagines one of these diminutive creatures to be a helpless victim soon comes to regret their foolishness. Wearing a sacred feather headdress of Tepok and carrying a Serpent Staff imbued with raw celestite, a Skink Starpriest summons and wields magic with the skill of a master sorcerer. They can channel the war-god Sotek’s potent essence through their serpentine stave, causing the weapons of their fellow Seraphon to seep deadly toxins.
SERAPHON WARSCROLL
Skink Starpriest
MELEE WEAPONS
AtkHitWndRndDmg
Serpent Staff
Serpent Staff34+4+1D3
BATTLE PROFILE

Unit Size: 1      Points: 110
Base size: 25mm
Can be reinforced: No
Regiment Options: 0-1 MONSTER, 0-1 BEAST, Any KROXIGOR, Any non-MONSTER SKINK
Notes: This HERO can join Lord Kroak’s or a Slann Starmaster’s regiment.

Your Hero Phase
SERPENT STAFF: Channelling cosmic power through their twin-headed staff, a Starpriest causes their allies’ weapons to drip with deadly venom.

Declare: Pick a visible friendly SERAPHON unit wholly within 18" of this unit to be the target.

Effect: Roll a dice. On a 2+, the target’s melee weapons have Crit (Auto-wound) until the start of your next turn.

KEYWORDS
HERO, WIZARD (1), INFANTRY
ORDER, SERAPHON, SKINK


SERAPHON WARSCROLL
Skink Starseer
5"
6
4+
2
The highest-ranking skink priests are known as Starseers. They are renowned for their miraculous gifts of prophecy and foresight and for their deep connection to the workings of the heavens. Venerable creatures from a species not known for its longevity, the physically frail Starseers prefer to travel atop floating seats of power festooned with charms and astromantic tools – ancient devices that also act as powerful receptors for arcane energies. From their perch, a Starseer surveys the battlefield, channelling the magic of the stars and manipulating it to destroy their enemies or grant boons to their allies. They wield tools befitting of their station, such as orbs of pure star glass, which they use to scry the near-future and foresee those rare and potent moments when the stars align and the patterns of fate reveal themselves. This insight they gift to their own servants, granting them protection from incoming attacks. In the same fashion, a Starseer can harness their deep connection to Azyr to subtly alter the patterns of fate, exposing their enemies to doom and disaster.
SERAPHON WARSCROLL
Skink Starseer
MELEE WEAPONS
AtkHitWndRndDmg
Astromancer’s Staff
Astromancer’s Staff24+3+1D3
BATTLE PROFILE

Unit Size: 1      Points: 160
Base size: 50mm
Can be reinforced: No
Regiment Options: 0-1 MONSTER, Any BEAST, Any KROXIGOR, Any non-MONSTER SKINK

Once Per Battle (Army), Your Hero Phase
SCRY THE STARS: By drawing upon the energies of the heavens, the Starseer peers along the tangled weave of fate, gleaning insight that can be used to prepare their servants.

Effect: Roll a number of dice equal to the current battle round number. For each 3+, pick a friendly SERAPHON unit wholly within 18" of this unit. That unit has WARD (5+) until the start of your next turn.

Your Hero Phase
7
CELESTIAL DOOM: The Starseer harnesses their deep connection with Azyr to subtly shift the alignment of the stars above, altering the path of fate and spelling doom for those who stand in the way of the Great Plan.

Declare: Pick a visible enemy unit within 18" to be the target, then make a casting roll of 2D6.

Effect: Ward rolls cannot be made for the target for the rest of the turn.
KEYWORDSSPELL

KEYWORDS
HERO, WIZARD (2), INFANTRY, FLY
ORDER, SERAPHON, SKINK


SERAPHON WARSCROLL
Slann Starmaster
5"
9
5+
2
Few beings in all existence can rival the arcane mastery of the slann. Surrounded by a nimbus of cosmic power and drifting forth atop a stone dais, these bloated, toad-like beings are the high priests of the Seraphon. Inspiring intense reverence and devotion amongst their cold-blooded kin, their physical frailty belies their true power – as any who have faced them upon the field of battle will attest. The slann’s sole reason for existence is to serve the will of the Old Ones, ensuring that none interfere with the workings of the Great Plan. Those who would threaten this cosmic pattern are destined for destruction. With a slow blink of their eyes or gentle wave of a hand, a Starmaster channels the fearsome potency of cosmic magic. Enemies are reduced to atoms by arcs of scintillating lighting, while the Starmaster’s own warriors are translocated through space and time to emerge wherever they can inflict the most damage. So supreme is a slann’s magical expertise that their skink attendants become vessels through which the Starmaster can project devastating conjurations, allowing their eldritch might to reach every corner of the battlefield.
SERAPHON WARSCROLL
Slann Starmaster
MELEE WEAPONS
AtkHitWndRndDmg
Azure Lightning [Crit (Mortal)]
Azure Lightning
Crit (Mortal)
63+3+11
BATTLE PROFILE

Unit Size: 1      Points: 280
Base size: 80mm
Can be reinforced: No
Regiment Options: 0-1 Skink Starpriest or Favoured Spawning, Any SERAPHON

Passive
MASTERS OF ORDER: The slann are amongst the greatest wizards in existence, and they shape the very stars with their magic.

Effect: Add 1 to casting rolls for this unit. In addition, this unit can use an UNBIND ability if an enemy WIZARD anywhere on the battlefield uses a SPELL ability instead of an enemy WIZARD within 30" of this unit, and when using the ‘Banish Manifestation’ ability, this unit can pick a manifestation anywhere on the battlefield instead of within 30" of it.

Your Hero Phase
6
CELESTIAL EQUILIBRIUM: The slann’s form seems to shimmer and fade as it draws links between their allies and the turnings of the stars.

Declare: Make a casting roll of 2D6.

Effect: For the rest of the turn, add 1 to casting rolls made for other friendly SERAPHON WIZARDS while they are wholly within 12" of this unit.
KEYWORDSSPELL

Once Per Turn, Any Hero Phase
ARCANE VASSAL: A Slann Starmaster can channel the power of a spell through one of their followers.

Declare: Pick a friendly SKINK WIZARD wholly within 18" of this unit to be the target.

Effect: Measure the range and visibility of the next SPELL ability used by this unit this phase from the target instead of from this unit.

The target is treated as the caster for the purpose of other abilities or spell effects, such as ‘Unbind’ or ‘The Earth Trembles’.

Once Per Turn (Army), Your Hero Phase
CELESTIAL REINFORCEMENTS: The slann summons Seraphon warriors to the battlefield to bolster their forces and ensure the Great Plan is made manifest.

Declare: Pick a friendly SERAPHON unit that started the battle with 3 or more models and that has been destroyed to be the target.

Effect: Roll a dice. On a 4+, set up a replacement unit with half the number of models from the target unit (rounding up) wholly within 12" of this unit and more than 9" from all enemy units.

KEYWORDS
WARMASTER, HERO, WIZARD (3), INFANTRY, FLY, WARD (6+)
ORDER, SERAPHON, SLANN

Monster Hero


SERAPHON WARSCROLL
Saurus Oldblood
on Carnosaur
10"
14
4+
5
Oldbloods are veterans of a species bred solely for war, survivors of untold battles and the unrelenting annihilators of those who would defy their creator-gods. Taller and broader than their kin, their rough scales are criss-crossed with scars and old wounds, and they radiate a primal authority that all other Seraphon, save for the slann, intuitively defer to. Though not scholars of war, their instincts have been honed by centuries of killing; as a result, an Oldblood innately understands when to strike or when to roar for his warriors to close ranks and form an impenetrable wall of fangs and claws. In battle, Saurus Oldbloods are death incarnate. Wielding relic weapons taken from the vaults of the Old Ones and sat astride apex predators known as Carnosaurs, they plunge into enemy ranks, hacking and tearing in a terrifying display of primal power. To hear the blood-chilling roar of a Carnosaur is enough to fill the hardiest warriors with mindless fear – but perhaps the beast’s most infamous features are its rending jaws. It is said that once these frenzied creatures scent blood, their bite carries with it enough strength to rip the head clean off a gargant.
SERAPHON 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
Carnosaur’s Massive Jaws [Companion]
Carnosaur’s Massive Jaws
Companion
34+2+23
Sunstone Spear [Charge (+1 Damage)]
Sunstone Spear
Charge (+1 Damage)
53+3+12
Carnosaur’s Clawed Forelimbs [Companion]
Carnosaur’s Clawed Forelimbs
Companion
44+2+13
BATTLE PROFILE

Unit Size: 1      Points: 330
Base size: 120 × 92mm
Can be reinforced: No
Regiment Options: 0-1 Favoured Spawning, Any MONSTER, Any SAURUS

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Carnosaur’s Massive Jaws is 2.

Passive
SPEARHEAD OF THE CHARGE: Atop their mighty Carnosaur steeds, Oldbloods lead their saurian brethren into battle.

Effect: If this unit charged this turn, add 1 to charge rolls for friendly SAURUS units while they are wholly within 18" of this unit for the rest of the turn.

Passive
TERROR: This terrifying monstrosity strikes fear into the hearts of its foes.

Effect: Subtract 2 from the control scores of enemy units while they are in combat with this unit.

Once Per Turn (Army), Any Combat Phase
BLOOD FRENZY: A Carnosaur that senses an injured predator will not hesitate to assert its dominance in combat.

Effect: If this unit is in combat with any damaged enemy MONSTERS, roll a dice. On a 3+, this unit has STRIKE-FIRST for the rest of the turn.
KEYWORDSRAMPAGE

KEYWORDS
HERO, MONSTER
ORDER, SERAPHON, SAURUS


SERAPHON WARSCROLL
Saurus Scar-Veteran
on Carnosaur
10"
14
4+
5
Scar-Veterans are champion saurus who have proved their status as the mightiest of their kind over centuries of warfare. The story of countless victories are told by the vicious scars that mark their scales. Though not yet approaching the vast experience of an Oldblood, they are still entrusted by the slann with positions of great authority on the battlefield. They lack any sense of ego or glory-hunger and desire only to serve the Old Ones in the only way they know how. As they hack down enemies by the score with celestite weapons, Scar Veterans inspire their warrior kin to acts of similar heroism, stoking their reptilian fury to new heights. For the most revered Scar-Veterans, only one war-mount will suffice: the mighty Carnosaur. Scar-Veterans typically select the youngest and most bloodthirsty of these monstrous predators, dominating them with sheer force their presence and keeping them in line with regular offerings of fresh meat. Thundering into battle atop their mounts, the Scar-Veteran scans the field of battle for the enemy’s most formidable warriors, instinctively knowing that the gruesome death of these beings will shatter the will of their followers.
SERAPHON WARSCROLL
Saurus Scar-Veteran
on Carnosaur
MELEE WEAPONS
AtkHitWndRndDmg
Carnosaur’s Massive Jaws [Companion]
Carnosaur’s Massive Jaws
Companion
34+2+23
Relic Celestite Weapon
Relic Celestite Weapon53+3+12
Carnosaur’s Clawed Forelimbs [Companion]
Carnosaur’s Clawed Forelimbs
Companion
44+2+13
BATTLE PROFILE

Unit Size: 1      Points: 270
Base size: 120 × 92mm
Can be reinforced: No
Regiment Options: 0-1 Favoured Spawning, 0-1 MONSTER, Any SAURUS

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Carnosaur’s Massive Jaws is 2.

Once Per Turn (Army), End of Any Turn
MAIM AND TEAR: As champions of the Seraphon hosts, Scar-Veterans and their especially bloodthirsty mounts pursue the greatest enemy warriors, falling on them with vicious brutality.

Declare: Pick an enemy HERO in combat with this unit to be the target.

Effect: Roll a number of dice equal to the number of damage points the target has. For each 5+, inflict 1 mortal damage on the target.
KEYWORDSRAMPAGE

Passive
TERROR: This terrifying monstrosity strikes fear into the hearts of its foes.

Effect: Subtract 2 from the control scores of enemy units while they are in combat with this unit.

KEYWORDS
HERO, MONSTER
ORDER, SERAPHON, SAURUS


SERAPHON WARSCROLL
Skink Oracle
on Troglodon
10"
14
4+
5
Rare and strange Seraphon granted insight into the workings of the Great Plan, Skink Oracles are living vessels of the slann’s will. Bearing no name and existing outside the rigidly structured confines of Seraphon society, they are tasked with investigating disturbances in the realm-wide geomantic pattern of the Astromatrix and other troubling mysteries. To protect them on their blessed missions, Skink Oracles carry a divining rod that allows them to channel the might of their slann masters and to bond with one of the most vicious reptilians found aboard the Seraphon’s temple-ships. Troglodons are vile, blind predators that lurk within caves and deep swamps, using their keen scent and toxic spittle to bring down prey. They are infamous for their cruelty and aggression – not for nothing are they known as the Pale Death amongst the skinks. The pallid creatures have waxy, foul smelling hides that can knit together wounds at an astonishing rate; this, combined with their ferocious temperament, makes them excellent war-mounts. Oracles have a strange connection with the Troglodons, sharing both their twin-pronged tails and their solitary nature, and the beasts protect their Oracle riders faithfully, spewing jets of flesh-melting poison at their foes and raking them with dagger sharp claws.
SERAPHON WARSCROLL
Skink Oracle
on Troglodon
RANGED WEAPONS
RngAtkHitWndRndDmg
Troglodon’s Noxious Spittle [Shoot in Combat, Companion]
Troglodon’s Noxious Spittle
Shoot in Combat, Companion
15"D63+3+12
MELEE WEAPONS
AtkHitWndRndDmg
Divining Rod
Divining Rod24+4+1D3
Troglodon’s Talons [Companion]
Troglodon’s Talons
Companion
24+3+12
Troglodon’s Jaws [Crit (Mortal), Companion]
Troglodon’s Jaws
Crit (Mortal), Companion
34+3+13
BATTLE PROFILE

Unit Size: 1      Points: 280
Base size: 120 × 92mm
Can be reinforced: No
Regiment Options: 0-1 MONSTER, 0-1 BEAST, Any KROXIGOR, Any Non-MONSTER SKINK

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Troglodon’s Jaws is 2.

Once Per Turn (Army), Any Combat Phase
NOXIOUS ROAR: These creatures bring the roul stench of their swampland homes to battle, their noxious breath reeking all the worse when they roar in anger.

Declare: Pick up to 3 enemy units in combat with this unit to be the targets.

Effect: Roll a dice for each target. On a 3+, subtract 1 from hit rolls for the target’s attacks for the rest of the turn.
KEYWORDSRAMPAGE

Passive
TERROR: This terrifying monstrosity strikes fear into the hearts of its foes.

Effect: Subtract 2 from the control scores of enemy units while they are in combat with this unit.

End of Any Turn
TROGLODON REGENERATION: Troglodons are able to mend injured flesh almost as soon as they are harmed.

Effect: Heal (D3) this unit.

KEYWORDS
HERO, MONSTER, WIZAR (1)
ORDER, SERAPHON, SKINK


SERAPHON WARSCROLL
Stegadon Chief
8"
14
4+
5
The most favoured and trusted Skink Chiefs are granted the honour of riding into battle atop a mighty Stegadon – one of the most formidable living war machines in the Seraphon arsenal. This is the perfect platform from which to lead their kin to victory. The ground trembles beneath the terrific weight of these heavily armoured monsters as they charge into the midst of the enemy, crushing and goring in a deadly rampage. Meanwhile, its Chief screeches commands to their nearby warriors and warbeast handlers, directing them to surround and annihilate their enemies. This display of sheer might is enough to bolster the morale of any skink who witnesses it, encouraging them to continue fighting even when facing the most nightmarish of foes. Accompanying the Chief is a crew of well-armed skinks equipped with various bows, javelins and spears. Their duty is to both protect their master and prevent any foes from reaching the Stegadon. Skystreak bows that hurl celestite-tipped bolts can be found atop many howdahs, while sunfire throwers – celestial weapons that spew gouts of cosmic flame – incinerate in an instant those foolish enough to draw too close.
SERAPHON WARSCROLL
Stegadon Chief
RANGED WEAPONS
RngAtkHitWndRndDmg
Skystreak Bow [Anti-MONSTER (+1 Rend)]
Skystreak Bow
Anti-MONSTER (+1 Rend)
18"33+3+12
Sunfire Throwers [Crit (2 Hits), Anti-INFANTRY (+1 Rend)]
Sunfire Throwers
Crit (2 Hits), Anti-INFANTRY (+1 Rend)
10"2D63+3+-1
Handlers’ Meteoric Javelins [Shoot in Combat]
Handlers’ Meteoric Javelins
Shoot in Combat
12"64+4+-1
MELEE WEAPONS
AtkHitWndRndDmg
Stegadon’s Horns and Jaws [Charge (+1 Damage), Companion]
Stegadon’s Horns and Jaws
Charge (+1 Damage), Companion
64+2+12
Meteoric Warspear
Meteoric Warspear33+3+11
BATTLE PROFILE

Unit Size: 1      Points: 240
Base size: 120 × 92mm
Can be reinforced: No
Regiment Options: 0-1 MONSTER, Any KROXIGOR, Any non-MONSTER SKINK

This unit is armed with a Meteoric Warspear, Handlers’ Meteoric Javelins, Stegadon’s Horns and Jaws, and 1 of the following options:
  • Skystreak Bow
  • Sunfire Throwers

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Stegadon’s Horns and Jaws is 4.

Once Per Turn (Army), Any Combat Phase
CRUSHING STOMPS: At the command of the Stegadon Chief, the Stegadon crushes its enemies with its unstoppable bulk.

Declare: Pick an enemy unit in combat with this unit to be the target.

Effect: Roll a D3. On a 2+, inflict an amount of mortal damage on the target equal to the roll. Add 2 to the amount of mortal damage inflicted, if any, if this unit charged this turn.
KEYWORDSRAMPAGE

Passive
SKINK COORDINATION: A Skink Chief mounted on a Stegadon is in the perfect position to direct the efforts of nearby skink warriors and warbeast handlers, amplifying their destructive power.

Effect: If a friendly non-MONSTER SKINK unit uses the ‘Redeploy’ command while it is wholly within 18" of this unit, no command points are spent.

KEYWORDS
HERO, MONSTER
ORDER, SERAPHON, SKINK

Hero


SERAPHON WARSCROLL
Lord Kroak
5"
18
4+
5
Lord Kroak is the first of the slann, the guiding light of the Seraphon and the being chosen to oversee the completion of the Great Plan – the cosmic pattern ordained by the god-like Old Ones. Even the gods of Sigmar’s Pantheon are mere children to him, for Kroak was shaped by the Old Ones in the murky aeons of prehistory. Granted depthless wisdom and an unrivalled mastery of the aether, he has served his creators faithfully by defending reality against the malignant pull of Chaos at the cost of his physical form. Though his body is now little more than a withered husk slumped upon a palanquin, Kroak’s formidable spirit clings to his mummified remains and coordinates the cosmos-spanning wars of the Seraphon. When fate demands it,the First Spawned takes to the field of battle wielding the powers of creation to restore order. With but a thought, Lord Kroak can summon a hail of burning meteors from the skies or imbue his cold-blooded kin with the very power of the stars. Yet his most fearsome magics are echoes of the devastating sorcery unleashed in the final moments of his life – an eruption of celestial force so powerful that it can shatter armies in an instant and reduce entire cities to dust.
SERAPHON WARSCROLL
Lord Kroak
RANGED WEAPONS
RngAtkHitWndRndDmg
Gaze of Kroak [Shoot in Combat]
Gaze of Kroak
Shoot in Combat
12"12+3+2D6
MELEE WEAPONS
AtkHitWndRndDmg
Azyrite Force Barrier [Crit (Mortal)]
Azyrite Force Barrier
Crit (Mortal)
2D63+3+11
BATTLE PROFILE

Unit Size: 1      Points: 430
Base size: 80mm
Can be reinforced: No
Regiment Options: 0-1 Skink Starpriest or Favoured Spawning, Any SERAPHON

Passive
SUPREME MASTER OF ORDER: The slann are amongst the greatest wizards in existence, but Lord Kroak is mighty even in comparison to others of his kind.

Effect: Add 2 to casting rolls for this unit. In addition, this unit can use an UNBIND ability if an enemy WIZARD anywhere on the battlefield uses a SPELL ability instead of an enemy WIZARD within 30" of this unit, and when using the ‘Banish Manifestation’ ability, this unit can pick a manifestation anywhere on the battlefield instead of within 30" of it.

End of Any Turn
DEAD FOR INNUMERABLE AGES: Lord Kroak is no longer truly alive; his form is preserved only by his indomitable spirit. As a result, he is immune to all but the most devastating attacks.

Effect: This unit must use this ability each turn while it is damaged. Roll 3D6 and add the number of damage points this unit has to the roll. On a 20+, this unit is destroyed. Otherwise, Heal (18) this unit.

Once Per Turn, Any Hero Phase
ARCANE VASSAL: A Slann Starmaster can channel the power of a spell through one of their followers.

Declare: Pick a friendly SKINK WIZARD wholly within 18" of this unit to be the target.

Effect: Measure the range and visibility of the next SPELL ability used by this unit this phase from the target instead of from this unit.

The target is treated as the caster for the purpose of other abilities or spell effects, such as ‘Unbind’ or ‘The Earth Trembles’.

Your Hero Phase
7
CELESTIAL DELIVERANCE: Lord Kroak’s palanquin quivers with barely contained force before unleashing ruination on the enemies of the Seraphon.

Declare: This unit can cast this spell more than once per phase. Pick up to 3 different visible enemy units within 12" of this unit to be the targets, then make a casting roll of 2D6.

Effect: Roll a D3 for each target. On a 2+, inflict an amount of mortal damage on the target equal to the roll.
KEYWORDSSPELL

KEYWORDS
WARMASTER, UNIQUE, HERO, WIZARD (3), FLY, WARD (4+)
ORDER, SERAPHON, SLANN

Beast


SERAPHON WARSCROLL
Spawn of Chotec
5"
8
5+
1
Few creatures are as revered by the skinks as the Spawn of Chotec. These firespewing salamanders are born under the aspect of the sun god himself and seen as manifestations of the divine flames that infuse the Seraphon with vigour. But the Spawn are not alone in their fiery blessings. When the stars pulse with flaring wrath, the spawning pools of the skinks steam and boil, and from within emerge the Sun Acolytes, marked out as Chotec’s favoured by their frills and fins. These are the Spawn’s handlers, tasked with guiding their charges into battle and weaponising their inner fire to incinerate the servants of ruin and destruction. When a Spawn of Chotec reaches maturity, the Sun Acolytes install fragments of technology belonging to the Old Ones in its cranium – relics that allow them to join their minds with the beast in times of war and direct its killing power. Guided by the ruby-tinted light emitted by its handlers’ staffs, the salamander belches gobbets of acid at the enemy. These liquids ignite upon impact, erupting in great fireballs that melt armour and flesh with ease, transforming the victim into a screaming, blazing torch. Should the enemy close in to deliver a killing blow, the Spawn of Chotec will emit streams of searing flame before lumbering forwards to devour the charred remains of its unfortunate prey.
SERAPHON WARSCROLL
Spawn of Chotec
RANGED WEAPONS
RngAtkHitWndRndDmg
Glob of Flame Acid [Companion]
Glob of Flame Acid
Companion
16"14+2+2D3+3
Stream of Fire [Anti-INFANTRY (+1 Rend), Companion]
Stream of Fire
Anti-INFANTRY (+1 Rend), Companion
10"52+3+11
MELEE WEAPONS
AtkHitWndRndDmg
Fiery Maw [Companion]
Fiery Maw
Companion
33+3+23
BATTLE PROFILE

Unit Size: 1      Points: 150
MODELBASE SIZE
Spawn of Chotec90 × 52mm
3 x Sun Acolytes25mm
Can be reinforced: No

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 for the rest of the battle.

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).

Passive
ACID-FUELLED FLAME: The fiery secretions belched up by the Spawn of Chotec melt armour and flesh long after they have hit their targets.

Effect: Each time this unit uses a SHOOT ability, you must pick either its Glob of Flame Acid or its Stream of Fire ranged weapon.

In addition, after resolving shooting attacks made with this unit’s Glob of Flame Acid, if any damage points were allocated to an enemy unit by those attacks, subtract 1 from save rolls for that enemy unit for the rest of the turn.

KEYWORDS
BEAST
ORDER, SERAPHON, SKINK


SERAPHON WARSCROLL
Terrawings
12"
2
5+
1
Small in stature but possessed of a reckless fury, Terrawings descend upon their enemies in a cacophony of nerve-shredding screeches, stabbing with their sharp beaks and raking their claws across throats and eyes. Smaller cousins of the skinks’ beloved Terradons, they share the same aggressive love of killing. They are trained by their masters to rush an enemy en masse, relying upon their natural agility to evade incoming attacks while their ear-blasting cries sow confusion and panic. Celestite collars containing fragments of technology belonging to the Old Ones allow skink handlers to direct the Terrawings’ fury to a point, though they are notoriously unruly beasts. Terrawings are particularly skilled at working as one to bring down dangerous foes – one of the creatures will dart in to seize an enemy’s sword arm or pull down their shield while others plunge their beaks into soft and vulnerable parts of their flesh. Before their victims can muster a response, a Terrawing pack flees into the sky, circling above the battlefield and searching for other targets.
SERAPHON WARSCROLL
Terrawings
MELEE WEAPONS
AtkHitWndRndDmg
Snapping Beaks [Companion]
Snapping Beaks
Companion
34+4+-1
BATTLE PROFILE

Unit Size: 3      Points: 90
Base size: 32mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

Your Shooting Phase
NERVE-SHREDDING SCREECHES: Despite their small stature, the shrill cries of a Terrawing flock can cause disarray across the enemy line as orders are drowned out by the cacophony.

Declare: Pick an enemy unit within 10" of this unit to be the target.

Effect: Roll a D3. If the roll exceeds the target’s Control characteristic, the target cannot use commands for the rest of the turn.

Passive
BEAST
Effect: This unit has a maximum control score of 1.

KEYWORDS
BEAST, FLY
ORDER, SERAPHON

Cavalry


SERAPHON WARSCROLL
Aggradon Lancers
10"
5
4+
2
Packs of Aggradon Lancers charge ahead of the Seraphon warhosts, launching into the enemy with the force of blazing meteors and leaving the ground littered with ruptured corpses. Aggradons are no noble cavalry steeds but terrifying, rampaging killers that enter a frothing frenzy at the merest taste of blood. Eyes rolling over and drool spilling from their gore-slick jaws, they rip their prey to shreds, kicking out with powerful hind limbs tipped with sickle shaped talons. Only the imperturbable saurus would ever dream of riding such a creature to war, and even amongst their ranks, only a few are capable of doing so. These rare beings are marked out by their distinctive crests, signifying them as the chosen spawn of Itzl, the master of beasts. Only they can approach an Aggradon without risk of evisceration and disembowelment, attaching harnesses and tail feathers to their chosen mount and daring to haul themselves onto its back. From that point on, rider and mount are inseparable, sharing the thrill of the hunt and the joyous slaughter of battle. While their raptor companion tears into the enemy, the crested saurus lashes out with celestite weapons, slaying those who evade the Aggradon’s raking claws.
SERAPHON WARSCROLL
Aggradon Lancers
MELEE WEAPONS
AtkHitWndRndDmg
Celestite Spear and Club [Charge (+1 Damage), Anti-MONSTER (+1 Rend)]
Celestite Spear and Club
Charge (+1 Damage), Anti-MONSTER (+1 Rend)
33+3+11
Aggradon’s Rending Bites and Striking Talons [Companion]
Aggradon’s Rending Bites and Striking Talons
Companion
34+3+22
BATTLE PROFILE

Unit Size: 3      Points: 220
Base size: 75 × 42mm
Can be reinforced: Yes

End of Any Turn
PRIMAL RAGE: The mere taste of enemy blood whips an Aggradon into a battle frenzy and sends the beast on a violent rampage.

Effect: This unit must use this ability each turn.

If this unit used any FIGHT abilities this turn, place a rage token next to it, to a maximum of 3. If this unit did not use any FIGHT abilities this turn, remove all rage tokens it has.

Add 1 to the Attacks characteristic of this unit’s Companion weapons for each rage token it has until the end of the next turn.

KEYWORDS
CAVALRY, CHAMPION, MUSICIAN (1/3), STANDARD BEARER (1/3)
ORDER, SERAPHON, SAURUS


SERAPHON WARSCROLL
Raptadon Chargers
12"
3
5+
1
Seen as glorious paladins of Tepok, the Raptadon Chargers are storied heroes amongst the skinks for they are bold enough to meet the enemy head on in a crashing onslaught of light and fury. Spawned under asterisms sacred to the wisest of Old Ones, these armour-clad riders have the honour of wielding relic weapons taken from temple vaults, such as lances that emit blinding bursts of radiance upon activation, incinerating flesh even as the diamond hard tip of the weapon rams through armour, flesh and bone. Raptadon Chargers typically fight in tandem with their Hunter peers in a one-two combination that few enemies have an answer to. First, the Raptadon Hunters surge forwards on the flanks of the foe’s position, raking them with pinpoint volleys of deadly missiles and causing chaos in their ranks. When the enemy staggers forth in a vain attempt to engage their persecutors, the Chargers emerge, racing to engage in a spearhead formation. They ride into battle at blistering speed, their lances spitting deadly bolts of energy and their mounts shrieking in anticipation of the kill. When they strike home, the results are as spectacular as they are bloody.
SERAPHON WARSCROLL
Raptadon Chargers
MELEE WEAPONS
AtkHitWndRndDmg
Tepok Lance [Charge (+1 Damage)]
Tepok Lance
Charge (+1 Damage)
34+4+11
Raptadon’s Serrated Fangs [Companion]
Raptadon’s Serrated Fangs
Companion
34+3+11
BATTLE PROFILE

Unit Size: 5      Points: 140
Base size: 60 × 35mm
Can be reinforced: Yes

Passive
COLD-BLOODED UNITY: The blasts unleashed by Raptadon Chargers’ sacred lances are all the more effective when targeting enemies suppressed by javelins from a Hunter cohort.

Effect: Add 1 to hit rolls for this unit’s combat attacks if they target an enemy unit that was targeted by shooting attacks made by a friendly Raptadon Hunters unit in the same turn.

KEYWORDS
CAVALRY, CHAMPION, MUSICIAN (1/5), STANDARD BEARER (1/5)
ORDER, SERAPHON, SKINK


SERAPHON WARSCROLL
Raptadon Hunters
12"
3
5+
1
The creatures known as Raptadons are the favoured mounts of skink warriors and are said to be sacred creatures of Tepok, possessed of a devious intelligence at least the equal of their rider. Raptadons delight in out-thinking and outmanoeuvring their prey, striking fast and hard with their powerful, clawed hind legs and relying upon their lightning speed to evade retribution. Raptadon Hunters are the elite skirmish cavalry of the Seraphon starhosts who use the pace and agility of these remarkable creatures to full effect. Skink riders perch atop their back, hefting celestite-tipped javelins almost as tall as they are. These missiles are hurled using an atlatl sling, granting them extraordinary range and accuracy as well as the power to punch through armour with ease. Ravaged by these murderous volleys, the enemy might entertain thoughts of giving chase, but this would be a mistake. Raptadon Hunters are agile enough to turn and take flight in the blink of an eye, and those foolish enough to pursue them are simply charging into the jaws of another cunning trap.
SERAPHON WARSCROLL
Raptadon Hunters
RANGED WEAPONS
RngAtkHitWndRndDmg
Starstone Atlatl
Starstone Atlatl12"24+4+21
MELEE WEAPONS
AtkHitWndRndDmg
Weighted Moonstone Club
Weighted Moonstone Club34+5+-1
Raptadon’s Serrated Fangs [Companion]
Raptadon’s Serrated Fangs
Companion
34+3+11
BATTLE PROFILE

Unit Size: 5      Points: 130
Base size: 60 × 35mm
Can be reinforced: Yes

Any Charge Phase
DEADLY COHESION: Raptadon Hunters pepper enemy lines with volleys of starstone javelins, exposing weak points for Raptadon Chargers to exploit.

Declare: If this unit is not in combat, pick a friendly Raptadon Chargers unit that charged this turn and is within 12" of this unit to be the target.

Effect: This unit can use a SHOOT ability as if it were your shooting phase. It must target a visible enemy unit in combat with the target.

KEYWORDS
CAVALRY, CHAMPION, MUSICIAN (1/5), STANDARD BEARER (1/5)
ORDER, SERAPHON, SKINK


SERAPHON WARSCROLL
Ripperdactyl Riders
14"
3
5+
1
Few beasts of the jungle can match the hyper-aggressive savagery of the infamous Ripperdactyl. These winged predators are held in awe by skinks, for they appear to possess no sense of fear and will attack even the fiercest alpha beasts in a flurry of slashing talons and ripping beaks. Indeed, Ripperdactyls fight even when their bellies are full, and they seem to do so for the sheer joy of the kill. Any skink that approaches such a creature with the intention of taming it is risking a most unpleasant fate, as many end up ripped limb from limb. Yet those few that the Great Coatl has chosen for greatness are rewarded with a ferocious companion and join the ranks of the Ripperdactyl Riders to hunt and kill the enemies of the Seraphon from on high. These aggressive formations of aerial shock cavalry swoop down from above with a chorus of whoops and chirruping war cries, striking their prey with moonstone spears and vicious, snapping beaks. Before they meet the enemy claw to claw, Ripperdactyl Riders will seed the killing zone with blot toads, knowing that the odour of these repellant amphibians will drive their already murderous mounts into a flesh-tearing rage.
SERAPHON WARSCROLL
Ripperdactyl Riders
MELEE WEAPONS
AtkHitWndRndDmg
Ripperdactyl’s Tearing Jaws [Charge (+1 Damage), Companion]
Ripperdactyl’s Tearing Jaws
Charge (+1 Damage), Companion
34+3+11
Moonstone Warspear [Anti-CAVALRY (+1 Rend)]
Moonstone Warspear
Anti-CAVALRY (+1 Rend)
24+4+-1
BATTLE PROFILE

Unit Size: 3      Points: 110
Base size: 50mm
Can be reinforced: Yes

Once Per Battle (Army), Deployment Phase
BLOT TOAD: When a Ripperdactyl flock takes flight, the Seraphon will seed creatures known as blot toads across the battlefield. These loathsome amphibians emit a pervasive stink that is unpalatable to all cold-blooded creatures, but especially the Ripperdactyls.

Declare: You receive 1 Blot Toad token for each Ripperdactyl Chief or Ripperdactyl Riders unit in your army, to a maximum of 3 tokens. Pick a number of enemy units equal to the number of Blot Toads you have to be the targets.

Effect: Place a Blot Toad next to each target.

Passive
TOAD RAGE: The mere scent of a blot toad sends Ripperdactyls into a frenzy.

Effect: Add 1 to the Attacks characteristic of this unit’s Ripperdactyl’s Tearing Jaws while it is in combat with any units that have a Blot Toad.

KEYWORDS
CAVALRY, CHAMPION, FLY
ORDER, SERAPHON, SKINK


SERAPHON WARSCROLL
Ripperdactyl Riders
(2 models)
14"
3
5+
1
Few beasts of the jungle can match the hyper-aggressive savagery of the infamous Ripperdactyl. These winged predators are held in awe by skinks, for they appear to possess no sense of fear and will attack even the fiercest alpha beasts in a flurry of slashing talons and ripping beaks. Indeed, Ripperdactyls fight even when their bellies are full, and they seem to do so for the sheer joy of the kill. Any skink that approaches such a creature with the intention of taming it is risking a most unpleasant fate, as many end up ripped limb from limb. Yet those few that the Great Coatl has chosen for greatness are rewarded with a ferocious companion and join the ranks of the Ripperdactyl Riders to hunt and kill the enemies of the Seraphon from on high. These aggressive formations of aerial shock cavalry swoop down from above with a chorus of whoops and chirruping war cries, striking their prey with moonstone spears and vicious, snapping beaks. Before they meet the enemy claw to claw, Ripperdactyl Riders will seed the killing zone with blot toads, knowing that the odour of these repellant amphibians will drive their already murderous mounts into a flesh-tearing rage.
SERAPHON WARSCROLL
Ripperdactyl Riders
(2 models)
MELEE WEAPONS
AtkHitWndRndDmg
Moonstone Warspear [Anti-CAVALRY (+1 Rend)]
Moonstone Warspear
Anti-CAVALRY (+1 Rend)
24+4+-1
Ripperdactyl’s Tearing Jaws [Charge (+1 Damage), Companion]
Ripperdactyl’s Tearing Jaws
Charge (+1 Damage), Companion
34+3+11
BATTLE PROFILE

Unit Size: 2      Points: 70
Base size: 50mm
Can be reinforced: No
Notes: You can include 1 unit of this type for each Ripperdactyl Chief in your army. This unit cannot be reinforced.

Once Per Battle (Army), Deployment Phase
BLOT TOAD: When a Ripperdactyl flock takes flight, the Seraphon will seed creatures known as blot toads across the battlefield. These loathsome amphibians emit a pervasive stink that is unpalatable to all cold-blooded creatures, but especially the Ripperdactyls.

Declare: You receive 1 Blot Toad token for each Ripperdactyl Chief or Ripperdactyl Riders unit in your army, to a maximum of 3 tokens. Pick a number of enemy units equal to the number of Blot Toads you have to be the targets.

Effect: Place a Blot Toad next to each target.

Passive
TOAD RAGE: The mere scent of a blot toad sends Ripperdactyls into a frenzy.

Effect: Add 1 to the Attacks characteristic of this unit’s Ripperdactyl’s Tearing Jaws while it is in combat with any units that have a Blot Toad.

KEYWORDS
CAVALRY, CHAMPION, FLY
ORDER, SERAPHON, SKINK


SERAPHON WARSCROLL
Terradon Riders
14"
3
5+
1
Terradon Riders are a force of lightning-swift, deadly aerial cavaliers who rely upon blistering speed and agility to defeat their enemies. In battle, they are often the first skink formations to do battle with the enemy. Urged on by their skink masters, the winged reptiles tuck their wings and dart past the despairing swipes of their quarry as their riders unleash a flurry of hurled javelins. Some even throw bolas strapped with naturally volatile sunleeches that burst upon impact, showering everything in the vicinity with liquid flame. It is the Terradons themselves that carry the most devastating weapons, however. Clutched between their hind limbs they carry heavy spheres which they release from great heights. These orbs – chunks of meteoric rock enclosed in metal and marked with sigils of destruction – blaze through the skies like miniature comets, detonating in a burst of heavenly starlight. The force of this explosion shatters both sphere and stone, sending out a lethal hail of fragments that is especially deadly to warriors packed together in close proximity.
SERAPHON WARSCROLL
Terradon Riders
RANGED WEAPONS
RngAtkHitWndRndDmg
Javelins and Bolas [Crit (Auto-wound)]
Javelins and Bolas
Crit (Auto-wound)
10"34+5+-1
MELEE WEAPONS
AtkHitWndRndDmg
Terradon’s Razor-sharp Jaws [Companion]
Terradon’s Razor-sharp Jaws
Companion
34+3+11
BATTLE PROFILE

Unit Size: 3      Points: 100
Base size: 50mm
Can be reinforced: Yes

Your Movement Phase
DEADLY CARGO: Terradons carry heavy boulders hewn from meteoric rock and carved with sigils of destruction. When these are dropped upon enemy lines, those not immediately crushed are sent flying in all directions.

Declare: Pick an enemy unit that this unit passed across this phase to be the target.

Effect: Roll a dice for each model in this unit, and add 2 to each roll if this unit is within the combat ranges of any friendly Terradon Chief units. For each 5+:

  • Inflict 1 mortal damage on the target.
  • If any damage points are allocated by this ability and the target does not have Fly, the target cannot use RUN abilities until the start of your next turn.

Passive
ATTACK FROM ON HIGH: Terradons circle high in the sky, only darting down for a brief moment to launch a strafing run.

Effect: Subtract 1 from hit rolls for shooting attacks that target this unit.

KEYWORDS
CAVALRY, CHAMPION, FLY
ORDER, SERAPHON, SKINK


SERAPHON WARSCROLL
Terradon Riders
(2 models)
14"
3
5+
1
Terradon Riders are a force of lightning-swift, deadly aerial cavaliers who rely upon blistering speed and agility to defeat their enemies. In battle, they are often the first skink formations to do battle with the enemy. Urged on by their skink masters, the winged reptiles tuck their wings and dart past the despairing swipes of their quarry as their riders unleash a flurry of hurled javelins. Some even throw bolas strapped with naturally volatile sunleeches that burst upon impact, showering everything in the vicinity with liquid flame. It is the Terradons themselves that carry the most devastating weapons, however. Clutched between their hind limbs they carry heavy spheres which they release from great heights. These orbs – chunks of meteoric rock enclosed in metal and marked with sigils of destruction – blaze through the skies like miniature comets, detonating in a burst of heavenly starlight. The force of this explosion shatters both sphere and stone, sending out a lethal hail of fragments that is especially deadly to warriors packed together in close proximity.
SERAPHON WARSCROLL
Terradon Riders
(2 models)
RANGED WEAPONS
RngAtkHitWndRndDmg
Javelins and Bolas [Crit (Auto-wound)]
Javelins and Bolas
Crit (Auto-wound)
10"34+5+-1
MELEE WEAPONS
AtkHitWndRndDmg
Terradon’s Razor-sharp Jaws [Companion]
Terradon’s Razor-sharp Jaws
Companion
34+3+11
BATTLE PROFILE

Unit Size: 2      Points: 70
Base size: 50mm
Can be reinforced: No
Notes: You can include 1 unit of this type for each Terradon Chief in your army. This unit cannot be reinforced.

Your Movement Phase
DEADLY CARGO: Terradons carry heavy boulders hewn from meteoric rock and carved with sigils of destruction. When these are dropped upon enemy lines, those not immediately crushed are sent flying in all directions.

Declare: Pick an enemy unit that this unit passed across this phase to be the target.

Effect: Roll a dice for each model in this unit, and add 2 to each roll if this unit is within the combat ranges of any friendly Terradon Chief units. For each 5+:

  • Inflict 1 mortal damage on the target.
  • If any damage points are allocated by this ability and the target does not have Fly, the target cannot use RUN abilities until the start of your next turn.

Passive
ATTACK FROM ON HIGH: Terradons circle high in the sky, only darting down for a brief moment to launch a strafing run.

Effect: Subtract 1 from hit rolls for shooting attacks that target this unit.

KEYWORDS
CAVALRY, CHAMPION, FLY
ORDER, SERAPHON, SKINK

Infantry


SERAPHON WARSCROLL
Hunters of Huanchi
with Dartpipes
8"
1
6+
1
To fight the Hunters of Huanchi is to wage war with the unseen. Before the enemy has even managed to uncover their scaled assailants, toxic darts riddle their flesh and send poison seeping into their veins. These peerless stalkers are a sub-species of skink who possess chameleonic powers gifted unto them by Huanchi, god of the hunt. They can blend their physical form with shadow-stuff and thus vanish seamlessly into their environment. Staying silent and motionless for hours on end, they wait for enemies to stumble helplessly into their trap before emerging to deal the killing strike. Many stalkpacks of Huanchi’s warriors favour the blowpipe, a traditional weapon of skink-kind that perfectly suits their inherent talents. These weapons are filled with darts dipped into the milky poisons secreted by certain species of frogs. These toxins can be blended and brewed to inflict a variety of effects, from total paralysis to extreme hallucinations. The most commonly used toxins cause almost sudden death. Bands of blowpipe-wielding Hunters of Huanchi are employed by the slann as scouts and temple guardians, eliminating those who threaten the Serpahon’s territory without ever revealing their presence.
SERAPHON WARSCROLL
Hunters of Huanchi
with Dartpipes
RANGED WEAPONS
RngAtkHitWndRndDmg
Dartpipe [Crit (Auto-wound)]
Dartpipe
Crit (Auto-wound)
10"23+3+-1
MELEE WEAPONS
AtkHitWndRndDmg
Feeble Claws
Feeble Claws14+5+-1
BATTLE PROFILE

Unit Size: 5      Points: 80
MODELBASE SIZE
Chameleon Skinks Alpha28.5mm
4 x Chameleon Skinks25mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

Deployment Phase
HIDDEN HUNTERS: The Hunters of Huanchi can blend in with their surroundings and vanish from sight.

Declare: Pick this unit if it has not been deployed.

Effect: Set up this unit in reserve in ambush. It has now been deployed.
KEYWORDSDEPLOY

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.

Your Movement Phase
CHAMELEON AMBUSH: The Hunters of Huanchi emerge from hiding and pepper their enemies with projectiles.

Declare: Pick this unit if it is in ambush.

Effect: Set up this unit anywhere on the battlefield more than 9" from all enemy units.

KEYWORDS
INFANTRY, CHAMPION (1/5), MUSICIAN (1/5), WARD (5+)
ORDER, SERAPHON, SKINK


SERAPHON WARSCROLL
Hunters of Huanchi
with Starstone Bolas
8"
1
6+
1
The Hunters of Huanchi are proficient with many weapons, for, unlike the majority of skinks, they are solitary and solemn beings who dedicate their entire lives to mastering the art of ambush warfare. Following the tenets laid down by their namesake deity, they prefer to stalk their prey unseen – only striking when the enemy’s guard is lowered and they are at their most vulnerable. Ranged weapons are their favoured tools for this purpose, for they suit a chameleon skink’s slight frame and dexterous ability. Perhaps the most devastating of these are the starstone bolas. These weapons consist of a leather strap containing multiple moonstone orbs, each charged with Azyrite energy. When thrown, the bolas unleash a sizzling blast that burns and blackens the target’s flesh. As the enemy reels, scorched and half blinded, they are skewered by volleys of hunter javelins launched with perfect accuracy. The Hunters of Huanchi do not hesitate to charge in amongst their prey to deal a killing blow. They swing light maces and use their javelins, which have celestium points sharp enough to cut diamond, as short spears to finish off those who survived their initial barrage.
SERAPHON WARSCROLL
Hunters of Huanchi
with Starstone Bolas
RANGED WEAPONS
RngAtkHitWndRndDmg
Hunter Javelin
Hunter Javelin10"13+3+12
Starstone Bolas
Starstone Bolas10"13+4+-1
MELEE WEAPONS
AtkHitWndRndDmg
Hunter Javelin
Hunter Javelin33+4+12
Moonstone Club
Moonstone Club24+5+-1
BATTLE PROFILE

Unit Size: 5      Points: 90
MODELBASE SIZE
Chameleon Skink Alpha, Huanchi's Claw28.5mm
3 x Chameleon Skinks25mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

Each model in this unit is armed with Starstone Bolas and a Moonstone Club.
  • 1/5 models can replace their weapons with a Hunter Javelin.
  • The champion cannot replace their weapons.

Deployment Phase
HIDDEN HUNTERS: The Hunters of Huanchi can blend in with their surroundings and vanish from sight.

Declare: Pick this unit if it has not been deployed.

Effect: Set up this unit in reserve in ambush. It has now been deployed.
KEYWORDSDEPLOY

Your Movement Phase
CHAMELEON AMBUSH: The Hunters of Huanchi emerge from hiding and pepper their enemies with projectiles.

Declare: Pick this unit if it is in ambush.

Effect: Set up this unit anywhere on the battlefield more than 9" from all enemy units.

Any Shooting Phase
STARSTONE BOLAS: A perfectly timed bola throw can ensnare an enemy.

Declare: Pick an enemy unit that was targeted by this unit’s Starstone Bolas this turn to be the target.

Effect: Roll a dice. On a 3+, until the start of your next turn, subtract 1 from the number of dice rolled when making charge rolls for the target, to a minimum of 1.

KEYWORDS
INFANTRY, CHAMPION (1/5), MUSICIAN (1/5), WARD (5+)
ORDER, SERAPHON, SKINK


SERAPHON WARSCROLL
Kroxigor
5"
6
4+
2
The largest and most physically dominant of all Seraphon, Kroxigor can rip a human in two with their bare claws and bite the head off an ogor with a single, snapping lunge. With scales as tough as diamond and massive spiked clubs in hand, they are unstoppable battering rams sent lumbering into the midst of the enemy to cause bloody havoc. As the broken forms of shattered foes are sent hurtling aside, the Kroxigor roar in triumph as their prey are left scrabbling desperately to escape the onslaught. For all their incredible strength, Kroxigor are slow-witted creatures barely capable of uttering their own names in the Azyrite tongue. When not called upon to fight, they are utilised as heavy labour for the ever-expanding Seraphon temple-cities, hauling gigantic blocks of stone or pieces of rare technology into place. Even then, they require the prompting of skink overseers, who possess a potent connection to their gigantic kin – almost as if the Old Ones purposefully created them to work in concert. Kroxigor obey their commands instinctively, seemingly calmed by the presence of the diminutive lizards. On the eve of battle, skink priests identify those Kroxigor marked by cosmic portents and present them with sacred vestments and enormous moonstone hammers, bolstering their terrible strength yet further.
SERAPHON WARSCROLL
Kroxigor
MELEE WEAPONS
AtkHitWndRndDmg
Drakebite Maul [Anti-INFANTRY (+1 Rend)]
Drakebite Maul
Anti-INFANTRY (+1 Rend)
44+2+12
Moonstone Hammer [Anti-INFANTRY (+1 Rend)]
Moonstone Hammer
Anti-INFANTRY (+1 Rend)
43+2+13
BATTLE PROFILE

Unit Size: 3      Points: 220
Base size: 50mm
Can be reinforced: Yes

Each model in this unit is armed with a Drakebite Maul.
  • 1/3 models can replace their Drakebite Maul with a Moonstone Hammer.

Passive
BRUTAL BLOWS: Kroxigor swing their weapons in wide arcs, smashing aside a multitude of foes with each blow.

Effect: Add 1 to the Damage characteristic of this unit’s melee weapons for attacks that target an enemy unit that has 10 or more models.

KEYWORDS
INFANTRY
ORDER, SERAPHON, KROXIGOR


SERAPHON WARSCROLL
Kroxigor Warspawned
5"
6
4+
2
The majority of Kroxigor have roles outside of combat, but the Kroxigor Warspawned exist solely to annihilate the enemies of the Old Ones. Once a rare breed, the Warspawned were mostly employed as temple guardians or honour guards for the slann. Yet as the wars for the realms grew more savage and desperate, they began to spawn in greater numbers, as if summoned by the Old Ones to defend the workings of the Great Plan. They are even more single-minded than their kin, spending much of their lives standing guard until ordered otherwise and attended to by devoted skink acolytes. But when they do enter the field of battle, they are as terrifying as they are destructive, laying waste to their foes and leaving their scales caked with blood and gore. In battle, they wield double-headed picks carved from diamond and ancient bone that can punch holes through a war machine’s hull. Even more fearsome are a Warspawned’s vice-like jaws – almost supernaturally powerful, their bite can slice through solid steel, and once they lock their jaws on their prey, there is no hope of escape.
SERAPHON WARSCROLL
Kroxigor Warspawned
MELEE WEAPONS
AtkHitWndRndDmg
Starfang Warpick [Anti-MONSTER (+1 Rend)]
Starfang Warpick
Anti-MONSTER (+1 Rend)
43+2+13
Drakefang Warpick [Anti-MONSTER (+1 Rend)]
Drakefang Warpick
Anti-MONSTER (+1 Rend)
44+2+12
BATTLE PROFILE

Unit Size: 3      Points: 220
Base size: 50mm
Can be reinforced: Yes

Each model in this unit is armed with a Drakefang Warpick.
  • 1/3 models can replace their Drakefang Warpick with a Starfang Warpick.

Passive
SPAWN OF SOTEK: Should any of the Serpent God’s devoted skink acolytes come to harm, Kroxigor Warspawned are overcome with a terrifying rage.

Effect: Add 1 to the Damage characteristic of this unit’s melee weapons while this unit is wholly within 12" of any friendly SKINK INFANTRY or SKINK CAVALRY units in combat.

Passive
HEAVY-SCALED SKIN: The scales of the Warspawned are especially thick and craggy, easily capable of repelling an arrow or musket ball.

Effect: Subtract 1 from the Rend characteristic of ranged weapons used for shooting attacks that target this unit.

KEYWORDS
INFANTRY
ORDER, SERAPHON, KROXIGOR


SERAPHON WARSCROLL
Saurus Guard
5"
2
3+
1
Utterly implacable and unyielding, the Saurus Guard are a protector caste of Seraphon warriors dedicated to the defence of their race’s most precious assets. It is their sacred duty to safeguard not only their constellation’s Starmaster but also its shrines, ziggurats and spawning chambers, ensuring that any foes who threaten these treasures meet a swift and brutal end. Saurus Guard are unusual in that they are not spawned in full cohorts. Instead, whenever a member of this elite company falls in battle, another warrior arises from the sacred pools to take their place. It is said that the first of the Saurus Guard came into being without the ability to feel fear, for they were spawned by the Old Ones to be the perfect custodians of the Seraphon temples. It is certainly true that they will not flee in the face of any foe and will hurl their bodies in the path of anything that threatens their ward. When they tighten their formation to form a wall of diamond-hard scales and star-blessed shields, they become a formidable obstacle that even a gargant would struggle to break.
SERAPHON WARSCROLL
Saurus Guard
MELEE WEAPONS
AtkHitWndRndDmg
Celestite Polearm
Celestite Polearm33+3+11
BATTLE PROFILE

Unit Size: 5      Points: 120
Base size: 32mm
Can be reinforced: Yes

Passive
SELFLESS PROTECTORS: The Saurus Guard stand as a living shield between the leaders of the Seraphon and their foes.

Effect: While any friendly SLANN units are within this unit’s combat range, both this unit and those SLANN units have WARD (5+).

KEYWORDS
INFANTRY, CHAMPION, MUSICIAN (1/5), STANDARD BEARER (1/5)
ORDER, SERAPHON, SAURUS


SERAPHON WARSCROLL
Saurus Warriors
5"
2
4+
1
Saurus Warriors are creatures created for a singular purpose: to dominate the battlefield. Seven feet of rippling muscle, they possess a bite that can cleave through hardened metal and a tail that can shatter limbs with a single, sweeping blow. Their iron-hard scales negate the need for armour, save for the ceremonial plates inscribed with sigils of the Old Ones they wear about their flanks. In battle, they hurl themselves against their foes without hesitation – striking out with celestite weapons and sinking their fangs into exposed throats and bellies with the fervour of a hungry predator – until their hides are awash with gore. For all their ferocity, Saurus Warriors are not beholden to their primal fury. Their bloody attacks mask a rigid cohesion imbued in them from the moment of their spawning. Each saurus cohort fights under the grizzled leadership of an Alpha, obeying their commands without question – even if that means sacrificing their own lives to achieve some greater purpose. Neither unthinking machines nor blood-crazed killers, Saurus Warriors are utterly dedicated to one, all-consuming purpose: the eradication of all who threaten the Old Ones’ designs.
SERAPHON WARSCROLL
Saurus Warriors
MELEE WEAPONS
AtkHitWndRndDmg
Celestite Weapon
Celestite Weapon23+3+11
BATTLE PROFILE

Unit Size: 10      Points: 170
Base size: 32mm
Can be reinforced: Yes

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 each model in this unit is contesting an objective you control.

KEYWORDS
INFANTRY, CHAMPION, MUSICIAN (1/10), STANDARD BEARER (1/10)
ORDER, SERAPHON, SAURUS


SERAPHON WARSCROLL
Skinks
8"
1
6+
1
Frailer than their saurus cousins, skinks make up for their lack of raw power with agility, cunning and a natural aptitude for skirmish combat. Few foes can keep pace with these fleet-footed reptiles as they strike and fade away, leaving their quarry riddled with poisonous blowpipe darts. Such tactics are a vital tool in the Seraphon way of war, pulling apart enemy formations so that the armoured wedge of the saurus can deal the killing blow. As confusion reigns amidst the maelstrom of battle, skinks circle back to strike at the flanks of their foe with ruthlessness at least equal to their larger kin, falling upon isolated troops with moonstone javelins, cudgels and daggers. By far the most numerous of all Seraphon species, skinks are not born warriors. When they are not called upon to fight, they spend most of their time performing the tasks that keep the temple-cities and ships functioning – acting as administrators, technicians and artisans. Yet such is their devotion to the Old Ones that they will drop their tools whenever the situation demands it, gladly sacrificing their lives for the greater cause.
SERAPHON WARSCROLL
Skinks
RANGED WEAPONS
RngAtkHitWndRndDmg
Javelins and Boltspitters [Shoot in Combat]
Javelins and Boltspitters
Shoot in Combat
12"24+4+-1
MELEE WEAPONS
AtkHitWndRndDmg
Celestite Daggers and Moonstone Clubs
Celestite Daggers and Moonstone Clubs14+5+-1
BATTLE PROFILE

Unit Size: 10      Points: 90
Base size: 25mm
Can be reinforced: Yes

Passive
SWIFT AND NIMBLE: Though not physically powerful, skinks are fleet of foot, able to rapidly redeploy and outmanoeuvre the enemy at a single chirruped command.

Effect: When this unit uses the ‘Redeploy’ command, when determining the distance this unit can move, you can roll 2 dice instead of 1 and pick either result.

KEYWORDS
INFANTRY, CHAMPION
ORDER, SERAPHON, SKINK


SERAPHON WARSCROLL
The Starblood Stalkers
8"
2
6+
1
Though only a lowly priest in the complex rungs of the skink hierarchy, Kixi-Taka is looked upon with favour by his slann masters. Entrusted with several relics of Old One technology, he faithfully leads the Starblood Stalkers, utterly committed to the Great Plan. Klaq-Trok, meanwhile, is a hulking mass of muscle and speaks little even for one of his taciturn breed and the savagery with which he annihilates his enemies is wholly inspiring to the Starblood Stalkers.
SERAPHON WARSCROLL
The Starblood Stalkers
MELEE WEAPONS
AtkHitWndRndDmg
Starblood Weapons
Starblood Weapons14+5+-1
Relic Celestite Weapon
Relic Celestite Weapon53+3+12
BATTLE PROFILE

Unit Size: 6      Points: 110
Base size: 25mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

The models in this unit are:
  • Kixi-Taka, the Diviner (champion, armed with Starblood Weapons)
  • Otapatl (armed with Starblood Weapons)
  • Huachi (armed with Starblood Weapons)
  • Tok (armed with Starblood Weapons)
  • Xepic (armed with Starblood Weapons)
  • Klaq-Trok (armed with a Relic Celestite Weapon)

Passive
KLAQ-TROK: A warrior unparalleled in his primal ferocity and strength, Klaq-Trok crushes any who would defy the will of the Old Ones.

Effect: While this unit’s Klaq-Trok is on the battlefield, ignore the first damage point that would be allocated to this unit each phase.

Passive
KIXI-TAKA THE DIVINER: Though only a lowly priest in the complex rungs of the skink hierarchy, Kixi-Taka is looked upon with favour by his slann masters.

Effect: While this unit’s Kixi-Taka, the Diviner, is on the battlefield, it has WIZARD (1).

Your Shooting Phase
OTAPATL’S DARTPIPE: The Starblood Stalkers are bolstered by the Chameleon Skink Otapatl, who lurks unseen and fires poisoned darts at unsuspecting foes.

Declare: If this unit’s Otapatl is on the battlefield, pick a visible enemy unit within 18" of this unit to be the target.

Effect: Roll a dice. On a 4+, inflict 1 mortal damage on the target.

KEYWORDS
UNIQUE, INFANTRY, CHAMPION
ORDER, SERAPHON, SKINK, SAURUS

Monster


SERAPHON WARSCROLL
Bastiladon
with Ark of Sotek
5"
12
2+
5
A Bastiladon is a lumbering, living fortress with armour plating thick enough to deflect a cannonball. So charged are they with cosmic energies that even the spectral blades of gheists cannot breach them. Favoured in battle by skinks due to their stolid indifference to danger and their steady gait, Bastiladons are an everpresent sight amongst the hosts of the Seraphon, often hauling precious war-relics and crews of javelin-wielding warriors into battle. A Bastiladon’s solid, lumbering form is perfect for ferrying the Arks of Sotek, relics of the Serpent God. These devices open breaches in the fabric of space and time that are then connected to the snake-filled vaults of Sotek dedicated temples. Through these breaches pour wriggling swarms of venomous serpents that slither all over their prey and overwhelm them with lethally poisonous bites. Should any foes survive this experience, they are easily dealt with by a bone-crushing blow from the Bastiladon’s club-like tail or cut down by its skink handlers. The Bastiladons themselves are unafraid of the snakes that pour from their backs; their natural plating is so thick that no fangs could pierce it.
SERAPHON WARSCROLL
Bastiladon
with Ark of Sotek
RANGED WEAPONS
RngAtkHitWndRndDmg
Handlers’ Meteoric Javelins [Shoot in Combat]
Handlers’ Meteoric Javelins
Shoot in Combat
12"64+4+-1
MELEE WEAPONS
AtkHitWndRndDmg
Ark of Sotek [Crit (Mortal), Companion]
Ark of Sotek
Crit (Mortal), Companion
204+5+-1
Bludgeoning Tail [Companion]
Bludgeoning Tail
Companion
33+3+1D3
BATTLE PROFILE

Unit Size: 1      Points: 260
Base size: 120 × 92mm
Can be reinforced: No

Once Per Turn (Army), Any Combat Phase
ARK OF SOTEK: So numerous are the snakes unleashed by an Ark of Sotek that some will find their way past the foe’s defences to deliver a lethal venomous bite.

Declare: Pick up to 3 different enemy units within 9" of this unit to be the targets.

Effect: Roll a D3 for each target. On a 2+, inflict an amount of mortal damage on the target equal to the roll.
KEYWORDSRAMPAGE

KEYWORDS
MONSTER
ORDER, SERAPHON, SKINK


SERAPHON WARSCROLL
Bastiladon
with Solar Engine
5"
12
2+
5
A Bastiladon is a lumbering, living fortress with armour plating thick enough to deflect a cannonball. So charged are they with cosmic energies that even the spectral blades of gheists cannot breach them. Favoured in battle by skinks due to their stolid indifference to danger and their steady gait, Bastiladons are an everpresent sight amongst the hosts of the Seraphon, often hauling precious war-relics and crews of javelin-wielding warriors into battle. The sheer size and bulk of the Bastiladons makes them well suited as living mounts for the most dangerous of the Seraphon’s weapons. Foremost of these are the Solar Engines, particularly devastating artefacts said to be older than the Mortal Realms themselves. These glowing crystal mechanisms focus celestial energy into blinding beams that flash across the battlefield. Anything caught in their trajectory is bisected and incinerated in an instant. So fierce are the temperatures emitted by a Solar Engine that only the heat resistant scales of the Bastiladon can withstand them – and the device has the added benefit of keeping the beast pleasantly warm on more frigid battlefields.
SERAPHON WARSCROLL
Bastiladon
with Solar Engine
RANGED WEAPONS
RngAtkHitWndRndDmg
Solar Engine [Crit (2 Hits)]
Solar Engine
Crit (2 Hits)
18"33+3+23
Handlers’ Meteoric Javelins [Shoot in Combat]
Handlers’ Meteoric Javelins
Shoot in Combat
12"64+4+-1
MELEE WEAPONS
AtkHitWndRndDmg
Bludgeoning Tail [Companion]
Bludgeoning Tail
Companion
33+3+1D3
BATTLE PROFILE

Unit Size: 1      Points: 270
Base size: 120 × 92mm
Can be reinforced: No

Once Per Turn (Army), Any Combat Phase
TAIL SWIPE: The mighty Bastiladon swings its clubbed tail into the ranks of enemies, knocking them back with brutal force.

Declare: Pick an enemy unit in combat with this unit to be the target.

Effect: Roll a dice for each model in the target unit, to a maximum of 8. For each 5+, inflict 1 mortal damage on the target.
KEYWORDSRAMPAGE

KEYWORDS
MONSTER
ORDER, SERAPHON, SKINK


SERAPHON WARSCROLL
Engine of the Gods
8"
14
4+
5
Only the most ancient and formidable Stegadons are trusted to safeguard the arcane relics known as an Engine of the Gods. These arcane treasures were forged by the Old Ones in aeons past and possess the power to alter reality on a fundamental level. Crackling with the energy of a newborn star, one of these devices can send forth cascades of astral fire, restore the spark of life to slain Seraphon, or even unravel the pattern of time itself to ensure victory. These effects are as powerful as they are unpredictable, for the precise knowledge of how to operate an Engine of the Gods was lost millennia ago. The skink attendants trained by the slann to weaponise these devices do so by pressing down upon a series of glowing glyph-plaques, memorising complex patterns of activation as best they can. In doing so, they channel and then direct the Engine’s vast reserves of power, trusting in the Old Ones that the results will be favourable. This is not always the case. It is not unknown for one of the sacred machines to tear itself apart in a fiery detonation, destroying both Stegadon and crew in the blink of an eye. However, when these esoteric treasures are unleashed upon the enemy, the effects are pronounced and catastrophic.
SERAPHON WARSCROLL
Engine of the Gods
RANGED WEAPONS
RngAtkHitWndRndDmg
Handlers’ Meteoric Javelins [Shoot in Combat]
Handlers’ Meteoric Javelins
Shoot in Combat
12"64+4+-1
MELEE WEAPONS
AtkHitWndRndDmg
Stegadon’s Horns and Jaws [Charge (+1 Damage), Companion]
Stegadon’s Horns and Jaws
Charge (+1 Damage), Companion
64+2+12
BATTLE PROFILE

Unit Size: 1      Points: 210
Base size: 120 × 92mm
Can be reinforced: No

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Stegadon’s Horns and Jaws is 4.

Once Per Turn (Army), Any Combat Phase
CREST OF HORNS: A Stegadon prepares to face a charging enemy by turning its mighty head and bracing for impact, impaling the enemy and blunting their attacks with its thickly scaled crest.

Declare: Pick an enemy unit that charged this turn and is in combat with this unit to be the target.

Effect: Roll a D3. On a 2+:
  • Inflict an amount of mortal damage on the target equal to the roll.
  • Add 1 to save rolls for attacks made by that enemy unit that target this unit for the rest of the turn.
KEYWORDSRAMPAGE

Your Hero Phase
COSMIC ENGINE: The Engine of the Gods is an ancient device capable of disrupting the natural laws of the universe.

Declare: Pick if this unit will harness or reserve the power of its cosmic engine.

Effect: If it will reserve the power, place a cosmic power token next to this unit.

If it will harness the power, roll a dice and add the number of cosmic power tokens this unit has to the roll. Then, remove all cosmic power tokens this unit has and pick 1 of the following effects (if possible).

Healing Light: On a 3+, you can Heal (D3) all friendly SERAPHON units wholly within 12" of this unit.

Starlight Summons: On a 5+, you can pick up to 3 friendly SERAPHON units wholly within 12" of this unit. Return 1 slain model to each unit.

Time Slows: On a 6+, you can pick up to 3 friendly SERAPHON units wholly within 12" of this unit. Those units have STRIKE-FIRST for the rest of the turn.

KEYWORDS
MONSTER
ORDER, SERAPHON, SKINK


SERAPHON WARSCROLL
Stegadon
8"
14
4+
5
A charging Stegadon is a force of nature. Several dozen tonnes of armoured hide and stone-hard horns is enough to pulverise any obstacle – living or otherwise. Those enemies that the mighty beast does not stomp flat are spitted upon its massive horns or torn in two by its rending bite as the Stegadon’s unstoppable charge rampages on. Those foolish enough to attack such a creature from behind in an attempt to avoid its charge instead find their chests swiftly caved in by its lashing tail. One of these living wrecking balls is terrifying enough, but when several of them are unleashed together they can annihilate entire armies. Few things inspire a skink warrior more than seeing such tremendous violence unleashed – a true testament to the power of the Old Ones. It is considered a great honour to earn a place on the crew of a Stegadon, riding atop a howdah of gold and stone as the beast beneath charges headlong into battle. Those chosen for this duty are granted skystreak bows that hurl celestite-tipped bolts and javelins to hurl at enemies below. Constellations dedicated to Chotec, God of the Sun, prefer to employ deadly sunfire throwers, summoning cosmic flames and sending them cascading across their foes.
SERAPHON WARSCROLL
Stegadon
RANGED WEAPONS
RngAtkHitWndRndDmg
Skystreak Bow [Anti-MONSTER (+1 Rend)]
Skystreak Bow
Anti-MONSTER (+1 Rend)
18"33+3+12
Sunfire Throwers [Crit (2 Hits), Anti-INFANTRY (+1 Rend)]
Sunfire Throwers
Crit (2 Hits), Anti-INFANTRY (+1 Rend)
10"2D63+3+-1
Handlers’ Meteoric Javelins [Shoot in Combat]
Handlers’ Meteoric Javelins
Shoot in Combat
12"64+4+-1
MELEE WEAPONS
AtkHitWndRndDmg
Stegadon’s Horns and Jaws [Charge (+1 Damage), Companion]
Stegadon’s Horns and Jaws
Charge (+1 Damage), Companion
64+2+12
BATTLE PROFILE

Unit Size: 1      Points: 220
Base size: 120 × 92mm
Can be reinforced: No

This unit is armed with Handlers’ Meteoric Javelins and Stegadon’s Horns and Jaws, and 1 of the following options:
  • Skystreak Bow
  • Sunfire Throwers

Once Per Turn (Army), Any Charge Phase
UNSTOPPABLE STAMPEDE: Stegadons are nigh unstoppable as they crash through the midst of battle.

Declare: If this unit charged this phase, pick an enemy INFANTRY unit in combat with it to be the target.

Effect: Inflict D3 mortal damage on the target. Then, this unit can move 2D6". This unit can pass through models in the target unit but must end that move in combat.
KEYWORDSRAMPAGE

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Stegadon’s Horns and Jaws is 4.

KEYWORDS
MONSTER
ORDER, SERAPHON, SKINK

Faction Terrain


SERAPHON WARSCROLL
Realmshaper Engine
-
15
4+
-
Ancient terraforming machines of tremendous potency, the Realmshaper Engines are used by the Seraphon to change the environment to better suit their needs, transforming arid deserts or tundra wasteland into dense, sweltering jungles teeming with life. Teleported to the field by the portal-generators of temple-ships or dropped from the heavens on trails of fire, these massive ziggurats slam to earth with tremendous force and embed themselves in the realmcrust. They stir into action almost immediately, feeding off nearby ley lines and discharging thrumming arcs of primal power that violently alter the surrounding lands. Realmshaper Engines deployed by the Starborne hosts are charged with celestial energies absorbed from the heavens and have a particularly dramatic effect on their surroundings. When charged by a potent wielder of Azyrite magic such as a slann or skink priest, they shatter the earth and split the skies through the raw power of creation. The Realmshapers of the Coalesced Seraphon have often remained in place for many years; they are more symbolic shrines to the supremacy of the Old Ones than active tools of terraforming. Marking the outer limits of a temple-city’s domain, they still radiate primordial power that increases the ferocity of the local fauna and the bloodthirsty aggression of any Seraphon nearby.
SERAPHON WARSCROLL
Realmshaper Engine
The following universal terrain abilities apply to this terrain feature (Terrain, 1.2):

Cover, Unstable

Passive
FIERCE GUARDIANS: The defenders of these ancient edifices will stop at nothing to see any intruders driven back.

Effect: Add 1 to hit rolls for combat attacks made by friendly SAURUS or KROXIGOR units that target an enemy unit while that enemy unit is within 9" of this terrain feature.

Your Hero Phase
POWER UNLEASHED: The waves of power that spread from an activated Realmshaper Engine bring the surrounding landscape to violent life.

Declare: If there are any friendly SERAPHON WIZARDS within 3" of this terrain feature, pick another terrain feature within 24" of this terrain feature, then pick up to 3 enemy units within 3" of that terrain feature to be the targets.

Effect: Roll a D3 for each target. On a 2+, inflict an amount of mortal damage on the target equal to the roll. If that terrain feature has a Health characteristic, inflict D3 mortal damage on it.

KEYWORDS
FACTION TERRAIN
ORDER, SERAPHON
Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.
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).
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.
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.

The BEAST keyword is used in the following Seraphon warscrolls:

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

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.
15.4 Flying
Units with the FLY keyword have the following passive ability:

Passive
FLY: Soaring above the battlefield, this unit can reach destinations that are inaccessible to other troops.

Effect: As this unit moves, it ignores other models, terrain features and the combat ranges of enemy units. It cannot end its move in combat unless specified in the ability that allowed it to move. Ignore any vertical distance moved for this unit.


When moving flying units, move them horizontally in any direction, ignoring intervening models and terrain, and place them where you wish, so long as they are allowed to end their move on that spot. Note that some units have the FLY keyword even if that unit can’t really fly. This often represents units that bounce, bound or skitter across the battlefield so adeptly that they might as well be flying!
3.1 Regiments
Armies are made up of one or more regiments, each of which is led by a HERO. You must have at least 1 regiment in your army, and you can include a maximum of 5 regiments. To add a regiment, pick 1 HERO from your faction, then pick up to 3 non-HERO units to accompany them.

Each HERO’s battle profile lists which units can be added to their regiment, and each non-HERO unit’s battle profile lists any relevant keywords it has. The battle profiles of some HEROES (such as named characters) may say that they can be added to the regiment of another HERO.
This HERO can join an eligible regiment as a Favoured Spawning.

Infantry Hero
Shooting attacks
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).
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).
Passive
FLY: Soaring above the battlefield, this unit can reach destinations that are inaccessible to other troops.

Effect: As this unit moves, it ignores other models, terrain features and the combat ranges of enemy units. It cannot end its move in combat unless specified in the ability that allowed it to move. Ignore any vertical distance moved for this unit.
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:

32.2 Objective Control
At the start of the first battle round 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.
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.

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.
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.

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

The non-HERO SAURUS and INFANTRY keywords are used in the following Seraphon warscrolls:

The KROXIGOR keyword is used in the following Seraphon warscrolls:

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.

The WIZARD keyword is used in the following Seraphon warscrolls:

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

Crit (Mortal)
If an attack made with this weapon scores a critical hit, that attack inflicts mortal damage on the target unit equal to the Damage characteristic of that weapon and the attack sequence ends.
7.0 Manifestations
There are two types of manifestation: endless spells, which can be summoned by WIZARDS, and invocations, which can be summoned by PRIESTS. Each manifestation has its own warscroll, and the spell or prayer that allows that manifestation to be summoned will be found in the appropriate manifestation lore. No more than 1 friendly WIZARD or PRIEST can attempt to summon the same manifestation per turn, and a friendly WIZARD or PRIEST cannot attempt to summon a friendly manifestation that was removed from play in the same turn. Manifestations are not considered to be units, with the following exceptions:
  • They are treated as if they were units for the purposes of movement, combat range, being in combat and setting up other units. Units can finish a charge move within 1/2" of an enemy manifestation as if it were a unit.
  • If they have any melee or ranged weapons, they can use the ‘Fight’ and ‘ShootCORE abilities as if they were units.
  • If they have a Move characteristic greater than 0" (‘-’), they can use CORE MOVE abilities as if they were units.
  • They can be picked as targets of enemy abilities as if they were units. They are not affected by enemy abilities that do not involve picking targets.
  • Damage points can be inflicted on them as if they were units and they can be destroyed.
  • Manifestations that have a Move characteristic of 0" (‘-’) cannot move. For the purposes of movement, combat range, being in combat and setting up other units, they are only treated as if they were units in the combat phase. Units can finish a charge move within 1/2" of an enemy manifestation that has a Move characteristic of 0" (‘-’) instead of within 1/2" of an enemy unit.
  • Models can move through manifestations but cannot end a move on them.
Banish Manifestation
Your Hero Phase
BANISH MANIFESTATION: The wizard or priest disrupts the arcane forces sustaining a manifestation, wiping it from existence.

Declare: Pick a friendly WIZARD or PRIEST to use this ability, pick a manifestation within 30" of them to be the target, then make a banishment roll of 2D6. Add 1 to the banishment roll for each additional enemy manifestation on the battlefield after the first.

Effect: If the banishment roll equals or exceeds the banishment value listed on the manifestation’s warscroll, it is banished and removed from play. You cannot pick the same manifestation as the target of this ability more than once per turn.
KEYWORDSBANISH

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

Unbind
Reaction: Opponent declared a SPELL ability
UNBIND: The wizard saps the energy from an enemy’s spell, nullifying its effects.

Used By: A friendly WIZARD within 30" of the enemy WIZARD casting the spell.

Effect: Make an unbinding roll of 2D6. If the roll exceeds the casting roll tor the spell, then the spell is unbound and its effect is not resolved. This reaction cannot be used more than once per casting roll.
KEYWORDSUNBIND

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
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.

The WARMASTER keyword is used in the following Seraphon warscrolls:

The WARD keyword is used in the following Seraphon warscrolls:

The SLANN keyword is used in the following Seraphon warscrolls:

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

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.
19.0 Strike-first and Strike-last
If there are any STRIKE-FIRST units in combat at the start of the phase, other units cannot be picked to use a FIGHT ability until those units have been picked to use a FIGHT ability. After all those STRIKE-FIRST units have fought, the active player picks the next unit to fight.

If there are any STRIKE-LAST units in combat, they cannot be picked to use a FIGHT ability if there are any units in combat that do not have STRIKE-LAST and have not yet used a FIGHT ability.

If a unit has STRIKE-FIRST and STRIKE-LAST, treat it as if it had neither.

There may be situations when a unit that has STRIKE-FIRST is not in combat at the start of the phase, but because of moves such as pile-in moves, it is ‘pulled into combat’ later in the phase. In such cases, STRIKE-FIRST has no effect on that unit because it was not in combat at the start of the phase.

Abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST or STRIKE-LAST constraints, so you could not pick a unit with STRIKE-LAST to fight immediately after a unit with STRIKE-FIRST.
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).
Anti-X (+1 Rend)
Add 1 to this weapon’s Rend characteristic if the target has the keyword after ‘Anti-’ or fulfils the condition after ‘Anti-’. Multiples of this ability are cumulative. For example, if a weapon has both Anti-charge (+1 Rend) and Anti-HERO (+1 Rend), then add 2 to the Rend characteristic of the weapon for attacks that target a HERO that charged in the same turn.
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.
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

Enemy Movement Phase
1
REDEPLOY: Taking initiative, the warriors hastily reposition to respond to enemy movements.

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

Effect: Each model in that unit can move up to D6". That move cannot pass through or end within the combat range of an enemy unit.
KEYWORDSMOVE, RUN

The UNIQUE keyword is used in the following Seraphon warscrolls:

The BEAST keyword is used in the following Seraphon warscrolls:

3.3 Reinforced Units
When you add a unit to your army roster, you can add it as a reinforced unit. A reinforced unit has twice as many models as its minimum unit size and costs twice as many points. If a unit has a minimum unit size of 1, it cannot be reinforced.
1.0 Champions
Units with the CHAMPION keyword have one or more champion models. If there is a number after the CHAMPION keyword, that number indicates the proportion of models in that unit that can be champions. In any other case, 1 model in the unit can be a champion. Units with the CHAMPION keyword have the following passive ability:

Passive
CHAMPION: A veteran fighter leads the charge.

Effect: Add 1 to the Attacks characteristic of weapons used by champions in this unit.

Any Hero Phase
1
RALLY: With an inspiring call to action, wounded soldiers get a second wind and fresh troops take the field to replace their fallen comrades.

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

Effect: Make 6 rally rolls of D6. For each 4+, you receive 1 rally point. Rally points can be spent in the following ways:
  • For each rally point spent, Heal (1) that unit.
  • You can spend a number of rally points equal to the Health characteristic of that unit to return a slain model to that unit.
You can spend the rally points in any combination of the above. Unspent rally points are then lost.
2.0 Musicians
Units with the MUSICIAN keyword have one or more musician models. The number after the MUSICIAN keyword indicates the proportion of models in that unit that can be musicians. Units with the MUSICIAN keyword have the following passive ability:

Passive
MUSICIAN: The beat of a drum or the blast of a horn drives the soldiers ever onward.

Effect: While this unit contains any musicians, if it uses the ‘Rally’ command, you can make one additional rally roll of D6.

The MUSICIAN keyword is used in the following Seraphon warscrolls:

3.0 Standard Bearers
Units with the STANDARD BEARER keyword have one or more standard bearer models. The number after the STANDARD BEARER keyword indicates the proportion of models in that unit that can be standard bearers. Units with the STANDARD BEARER keyword have the following passive ability:

Passive
STANDARD BEARER: The unit’s standard provides a rallying point in the chaos of battle.

Effect: While this unit contains any standard bearers, add 1 to this unit’s control score.

The STANDARD BEARER keyword is used in the following Seraphon warscrolls:

The KROXIGOR keyword is used in the following Seraphon warscrolls:

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

• Skinks
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.
1.1 Power Level
Each WIZARD and PRIEST has a power level, shown in brackets after the keyword, e.g. WIZARD (2). A WIZARD or PRIEST’s power level determines the number of SPELL, PRAYER or BANISH abilities they can use per phase, in any combination. For example, a WIZARD (2) unit could use 1 SPELL and 1 BANISH ability in their commander’s hero phase.
Cover
Subtract 1 from hit rolls for attacks that target a unit that is behind or wholly on this terrain feature, unless that unit charged this turn or has the FLY keyword.
Unstable
Models can move across but cannot be set up on or end any type of move on any part of this terrain feature that is more than 1" tall.

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