Seraphon – Warscrolls
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Leader, Behemoth


15
4+
8
WARSCROLL

Saurus Oldblood on Carnosaur

Only the mightiest Oldbloods can tame a Carnosaur and ride the terrifying beast into battle. The roar of a Carnosaur can send even the bravest warrior fleeing, for the fury of these predatory monsters is legendary.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Sunbolt Gauntlet
Sunbolt Gauntlet18"D63+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Relic Celestite Weapon
Relic Celestite Weapon2"53+3+-12
Clawed Forelimbs
Clawed Forelimbs2"23+-12
Massive Jaws
Massive Jaws2"34+3+-2
DAMAGE TABLE
Wounds SufferedMoveClawed ForelimbsMassive Jaws
0-510"3+5
6-89"4+4
9-118"4+3
12+7"5+2
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 220
Battlefield Role: Leader, Behemoth
Base size: 120 x 92mm
Notes: Single

A Saurus Oldblood on Carnosaur is armed with a Sunbolt Gauntlet and Relic Celestite Weapon.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Shadowstrike Starhost
 • Shadowstrike Temple-host
 • Sunclaw Starhost
 • Sunclaw Temple-host

MOUNT: This unit’s Carnosaur is armed with Clawed Forelimbs and Massive Jaws.

Blood Frenzy: A Carnosaur that tastes flesh in the midst of battle becomes a rampaging force of destruction.
If any enemy models are slain by wounds caused by this unit’s attacks, for the rest of the battle, this unit is blood-frenzied. Add 1 to wound rolls for attacks made by this unit’s mount while it is blood-frenzied.

Terror: This terrifying monstrosity strikes fear into the hearts of its foes.
Enemy units cannot receive the Inspiring Presence command while they are within 3" of any friendly units with this ability.

Ancient Warlord: An Oldblood who has mastered a Carnosaur is a creature of unstoppable will, and they command their saurian brethren with a relentless focus and drive.
This unit can issue the same command up to 2 times in the same phase. If it does so, each command must be received by a friendly SERAPHON unit. No command point is spent the second time this unit issues that command in that phase.

KEYWORDS
ORDER, SERAPHON, SAURUS, HERO, MONSTER, CARNOSAUR, OLDBLOOD


15
4+
8
WARSCROLL

Saurus Scar-Veteran on Carnosaur

Scar-Veterans who have earned the right to ride a Carnosaur into battle are amongst the most ferocious of all their ilk. Such is the combined power of saurus and warbeast that they are capable of collapsing an entire enemy flank by themselves.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Relic Celestite Weapon
Relic Celestite Weapon2"53+3+-12
Clawed Forelimbs
Clawed Forelimbs2"23+-12
Massive Jaws
Massive Jaws2"34+3+-2
DAMAGE TABLE
Wounds SufferedMoveClawed ForelimbsMassive Jaws
0-510"3+5
6-89"4+4
9-118"4+3
12+7"5+2
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 220
Battlefield Role: Leader, Behemoth
Base size: 120 x 92mm
Notes: Single

A Saurus Scar-Veteran on Carnosaur is armed with a Relic Celestite Weapon.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Firelance Starhost
 • Firelance Temple-host
 • Shadowstrike Starhost
 • Shadowstrike Temple-host

MOUNT: This unit’s Carnosaur is armed with Clawed Forelimbs and Massive Jaws.

Blood Frenzy: A Carnosaur that tastes flesh in the midst of battle becomes a rampaging force of destruction.
If any enemy models are slain by wounds caused by this unit’s attacks, for the rest of the battle, this unit is blood-frenzied. Add 1 to wound rolls for attacks made by this unit’s mount while it is blood-frenzied.

Terror: This terrifying monstrosity strikes fear into the hearts of its foes.
Enemy units cannot receive the Inspiring Presence command while they are within 3" of any friendly units with this ability.

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.
At the end of the combat phase, you can pick 1 enemy unit within 1" of this unit and roll a number of dice equal to the number of wounds allocated to that enemy unit. For each 5+, that unit suffers 1 mortal wound.

KEYWORDS
ORDER, SERAPHON, SAURUS, HERO, MONSTER, CARNOSAUR, SCAR-VETERAN


14
4+
6
WARSCROLL

Skink Oracle on Troglodon

Conduits of celestial magic, the Oracles are blessed with a portion of the slann’s magical might. They are the only skinks capable of taming the foul Troglodons, directing the loathsome beasts to slake their hunger on the enemies of the Seraphon.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Noxious Spittle
Noxious Spittle33+3+-2
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Divining Rod
Divining Rod2"23+4+-1D3
Taloned Forelimbs
Taloned Forelimbs2"24+3+-12
Venomous Jaws
Venomous Jaws2"34+-13
DAMAGE TABLE
Wounds SufferedMoveNoxious SpittleVenomous Jaws
0-510"18"3+
6-89"15"3+
9-118"12"4+
12+7"9"5+
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 270
Battlefield Role: Leader, Behemoth
Base size: 120 x 92mm
Notes: Single

A Skink Oracle on Troglodon is armed with a Divining Rod.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Coalesced Eternity Guardians
 • Shadowstrike Starhost
 • Shadowstrike Temple-host
 • Starborne Eternity Guardians

WIZARD: This unit can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase.

MOUNT: This unit’s Troglodon is armed with Noxious Spittle, Taloned Forelimbs and Venomous Jaws.

Regeneration: Troglodons are able to mend injured flesh almost as soon as they are harmed.
At the start of the hero phase, you can heal up to D3 wounds allocated to this unit.

Stench of Death: These creatures bring the foul reek of their swampland homes to battle, offending the senses of those not accustomed to it.
Subtract 1 from hit rolls for attacks made by enemy units within 9" of any friendly units with this ability.

Terror: This terrifying monstrosity strikes fear into the hearts of its foes.
Enemy units cannot receive the Inspiring Presence command while they are within 3" of any friendly units with this ability.

Venomous Spittle: The venom that drips from a Troglodon’s jaws is extremely toxic and highly corrosive.
If the unmodified hit roll for an attack made with this unit’s Noxious Spittle or Venomous Jaws is 6, that attack causes a number of mortal wounds to the target equal to the weapon’s Damage characteristic and the attack sequence ends (do not make a wound roll or save roll).

Primordial Mire: Wielding reality-shifting powers that are typically the province of the slann, an Oracle transmutes a portion of the battlefield into primal swampland, the favoured hunting ground of their Troglodon mounts.
Primordial Mire is a spell that has a casting value of 7 and a range of 12". If successfully cast, pick 1 objective or terrain feature within range and visible to the caster. Until your next hero phase, units within 3" of that objective or terrain feature cannot run or retreat and must halve the result of any charge rolls. This spell has no effect on SKINK units and units that can fly.

KEYWORDS
ORDER, SERAPHON, SKINK, HERO, MONSTER, WIZARD, TROGLODON, ORACLE


14
4+
8
WARSCROLL

Stegadon Chief

The most favoured and able skink servants of the priesthoods may be permitted to ride upon a stomping ancient Stegadon. These chieftains are charged with commanding linebreaker assaults and leading a constellation’s warbeasts from the front.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Meteoric Javelins
Meteoric Javelins8"44+5+-11
Skystreak Bow
Skystreak Bow24"33+3+-13
Sunfire Throwers
Sunfire Throwers8"1
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Meteoric Warspear
Meteoric Warspear2"33+3+-11
Massive Horns
Massive Horns2"23+3+-1
Grinding Jaws
Grinding Jaws1"23+3+-12
Crushing Stomps
Crushing Stomps1"3+3+-12
DAMAGE TABLE
Wounds SufferedMoveMassive HornsCrushing Stomps
0-58"45
6-87"34
9-116"23
12+5"12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 280
Battlefield Role: Leader, Behemoth
Base size: 120 x 92mm
Notes: Single

A Stegadon Chief is armed with a Meteoric Warspear.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Shadowstrike Starhost
 • Shadowstrike Temple-host
 • The Celestial Stampede

MOUNT: This unit’s Stegadon is armed with Massive Horns, Grinding Jaws and Crushing Stomps.

CREW: This unit has a skink crew armed with Meteoric Javelins and 1 of the following weapon options: Skystreak Bow; or Sunfire Throwers.

Armoured Crest: A Stegadon will turn to face a foe head on if it can, so that its thickly scaled crest can protect it from harm.
At the start of the combat phase, you can pick 1 enemy unit within 3" of this unit that has up to 5 models. If you do so, until the end of that phase, add 1 to save rolls for attacks made by that unit that target this unit.

Coordinated Strike: 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.
Once per turn, this unit can issue a command to a friendly SKINK unit without a command point being spent.

Steadfast Majesty: Stegadons are near fearless beasts, and their stubborn refusal to back down when faced by even the most terrifying foes inspires great courage in nearby skinks.
Add 3 to the Bravery characteristic of friendly SKINK units that do not have the STEGADON keyword while they are wholly within 12" of any friendly units with this ability.

Sunfire Throwers: These celestial weapons unleash great roiling clouds of cosmic flame.
Do not use the attack sequence for an attack made with Sunfire Throwers. Instead, roll a number of dice equal to the number of models in the target unit that are within range of the attack. For each 5+, the target unit suffers 1 mortal wound.

Unstoppable Stampede: Stegadons are nigh unstoppable as they crash through the midst of battle.
After this unit finishes a charge move, roll a dice for each enemy unit within 1" of this unit. On a 2+, that enemy unit suffers D3 mortal wounds.

KEYWORDS
ORDER, SERAPHON, SKINK, HERO, MONSTER, STEGADON, STEGADON CHIEF

Leader


8"
6
5+
6
WARSCROLL

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. Entrusted with several relics of Old One technology, he faithfully leads the Starblood Stalkers, utterly committed to the Great Plan.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Starbolt
Starbolt18"23+3+-1D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Star-stone Staff
Star-stone Staff2"13+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 290
Battlefield Role: Leader
Base size: 25mm
Notes: Single, Unique. Kixi-Taka the Diviner, Klaq-Trok and The Starblood Stalkers must be taken as a set. Although taken as a set, each is a separate unit.

Kixi-Taka, the Diviner, is armed with a Starbolt and Star-stone Staff.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Shadowstrike Starhost
 • Shadowstrike Temple-host

Servant of the Starmasters: Tasked with a mission of vital importance, Kixi-Taka bears all manner of esoteric devices that he uses to shape reality in accordance with the Great Plan.
Once per battle, in your hero phase, you can pick 1 enemy unit within 6" of this unit and roll a dice. On a 2+, models in that unit cannot contest objectives until the start of the next turn.

KEYWORDS
ORDER, SERAPHON, SKINK, COALESCED, HERO, KIXI-TAKA


5"
18
4+
9
WARSCROLL

Lord Kroak

Despite his deathly state, Lord Kroak is the most powerful of all slann. The venerable Relic Priest appears unbidden when the Great Plan is most imperilled, the foes of the Seraphon laid to waste through an onslaught of arcane power.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Azyrite Force Barrier
Azyrite Force Barrier3"1
See below
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 450
Battlefield Role: Leader
Base size: 80mm
Notes: Single, Unique

Lord Kroak is armed with an Azyrite Force Barrier.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Coalesced Eternity Guardians
 • Shadowstrike Starhost
 • Shadowstrike Temple-host
 • Starborne Eternity Guardians

WIZARD: This unit can attempt to cast 4 spells in your hero phase and attempt to unbind 4 spells in the enemy hero phase. If this unit is part of a Starborne army, it knows all of the spells from the Lore of Celestial Domination in addition to the other spells it knows. If this unit is part of a Coalesced army, it knows all the spells from the Lore of Ancient Domains in addition to the other spells it knows.

WARMASTER: If this unit is included in a Seraphon army, it is treated as a general even if it is not the model picked to be the army’s general.

FLY: This unit can fly.

Arcane Vassal: A Slann Starmaster can channel the power of a spell through one of their followers.
Once per phase, when this unit attempts to cast a spell, before making the casting roll, you can pick either 1 friendly SKINK WIZARD within 12" of this unit or 1 friendly ORACLE anywhere on the battlefield. If you do so and the spell is successfully cast and not unbound, you must measure the range and visibility for that spell from that SKINK WIZARD or ORACLE.

Azyrite Force Barrier: Lord Kroak’s desiccated form is protected by a crackling energy field that blasts enemies who dare come close.
The Attacks characteristic of this unit’s Azyrite Force Barrier cannot be modified. Each time this unit attacks with its Azyrite Force Barrier, roll 1 dice for each enemy model within range. Roll 5 dice instead of 1 for each enemy MONSTER within range. On a 5+, that model’s unit suffers 1 mortal wound.

Dead for Innumerable Ages: Lord Kroak is no longer alive in the conventional sense; his withered form is preserved only by his indomitable spirit. As a result, he is immune to all but the most devastating attacks.
At the end of each phase, if any wounds are allocated to this model, roll 3D6 and add the number of wounds allocated to this model to the roll. On a 20+, this model is slain. On any other roll, heal all wounds allocated to this model.

Designer’s Note: If Lord Kroak suffers 18 or more wounds before the end of a phase, he is immediately slain and no dice roll is made at the end of the phase.

Impeccable Foresight: Lord Kroak casts his mind into the future, reading the threads of destiny as easily as a mortal would read a map.
At the start of your hero phase, roll 3 dice for this unit. For each 4+, you receive 1 command point.

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.
Add 2 to casting, dispelling and unbinding rolls for this unit. In addition, this unit can attempt to unbind enemy spells that are cast anywhere on the battlefield and attempt to dispel endless spells anywhere on the battlefield.

Golden Death Mask: The all-seeing gaze of Kroak’s impossibly ancient death mask is said to pierce the very soul.
At the start of the combat phase, you can pick 1 enemy unit within 12" of this unit and visible to it, and roll 2D6. If the roll is equal to or greater than that unit’s Bravery characteristic, the strike-last effect applies to that unit until the end of that phase.

Celestial Deliverance: Lord Kroak’s palanquin quivers with barely contained force before unleashing ruination on the enemies of the Seraphon.
Celestial Deliverance is a spell that has a casting value of 7 and a range of 12". This unit can attempt to cast this spell multiple times in your hero phase. Each time this spell is successfully cast, pick up to 3 different enemy units within range and visible to the caster. Each of those units suffers D3 mortal wounds.

KEYWORDS
ORDER, SERAPHON, SLANN, HERO, WIZARD, STARMASTER, LORD KROAK


12"
6
5+
6
WARSCROLL

Ripperdactyl Chief

Skink Chiefs who ride Ripperdactyls are fearsome, battle-scarred warriors that share much in common with their ferocious mounts. Under their direction, a pack of Ripperdactyls can unleash a truly hideous storm of violence.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Skyblade
Skyblade1"33+3+-12
Tearing Jaws
Tearing Jaws1"34+3+-12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 90
Battlefield Role: Leader
Base size: 50mm
Notes: Single

A Ripperdactyl Chief is armed with a Skyblade.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Shadowstrike Starhost
 • Shadowstrike Temple-host

FLY: This unit can fly.

MOUNT: This unit’s Ripperdactyl is armed with Tearing Jaws.

BLOT TOAD: You receive 1 Blot Toad marker for each RIPPERDACTYL CHIEF in your army. After the players have received their starting command points but before the start of the first turn, you can pick 1 enemy unit to have a Blot Toad for each Blot Toad marker you have. Place a Blot Toad marker next to that enemy unit.

Designer’s Note: Blot Toads are not units; they are markers that are used to keep track of which enemy units have Blot Toads.

Toad Rage: The mere scent of a blot toad sends Ripperdactyls into a frenzy.
In the combat phase, add 1 to hit rolls and wound rolls for attacks made with this unit’s Tearing Jaws that target an enemy unit that has a Blot Toad.

Swooping Dive: Ripperdactyls fly with such savage haste that it is almost impossible to draw a bead on them - and never more so than when they swoop down in a fit of rage.
Subtract 1 from hit rolls from attacks made with missile weapons that target this unit. In addition, if this unit is targeted by attacks made by an enemy unit that received the Unleash Hell command in that phase, those attacks only score a hit on an unmodified hit roll of 6.

Ripperdactyl Assault: A Ripperdactyl Chief is as ferocious as their mount, inspiring nearby Ripperdactyl Riders to attack with unbridled fury.
Once per battle, at the start of your combat phase, you can pick 1 friendly unit with this ability on the battlefield to call a Ripperdactyl assault. If you do so, until the end of that phase, add 1 to the Attacks characteristic of melee weapons used by friendly RIPPERDACTYL units while they are wholly within 12" of that unit.

KEYWORDS
ORDER, SERAPHON, SKINK, HERO, RIPPERDACTYL, RIPPERDACTYL CHIEF


5"
6
4+
8
WARSCROLL

Saurus Astrolith Bearer

Inscribed with complex geometric and astrological symbols, an astrolith is a conduit for the power of Azyr. Those Seraphon in the presence of such an icon fight all the harder, empowered by the energies of the heavens radiating from the artefact.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Celestite Warclub
Celestite Warclub2"43+3+-12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 160
Battlefield Role: Leader
Base size: 40mm
Notes: Single

A Saurus Astrolith Bearer is armed with a Celestite Warclub.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Coalesced Eternity Guardians
 • Shadowstrike Starhost
 • Shadowstrike Temple-host
 • Starborne Eternity Guardians

Celestial Conduit: An astrolith increases the flow of celestial magic in the vicinity.
Add 1 to casting rolls for friendly SERAPHON WIZARDS within 12" of any friendly units with this ability. In addition, add 6" to the range of any spells cast by friendly SERAPHON WIZARDS within 12" of any friendly units with this ability.

Revivifying Energies: The cosmic energies emanating from an astrolith protect nearby Seraphon, sealing the most grievous wounds in flashes of cerulean light.
Friendly SERAPHON units have a ward of 6+ while they are wholly within 12" of any friendly units with this ability.

Mighty Saurus Jaws: The powerful jaws of this saurus can tear apart the enemy in a brutal display until nothing is left but a bloody pulp.
Each time this unit fights, after all of its attacks have been resolved, pick 1 enemy unit within 1" of this unit and roll 3 dice. These dice rolls are referred to as bite rolls. For each bite roll of 6+, that enemy unit suffers 1 mortal wound.

KEYWORDS
ORDER, SERAPHON, SAURUS, HERO, TOTEM, ASTROLITH BEARER


5"
7
3+
8
WARSCROLL

Saurus Oldblood

Veterans of centuries of bloodshed, Saurus Oldbloods are the greatest martial commanders of the Seraphon. Each directs their cohorts with an instinctive, savage precision, enacting the designs of the slann with faultless loyalty.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Relic Celestite Weapon
Relic Celestite Weapon2"53+3+-12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 120
Battlefield Role: Leader
Base size: 32mm
Notes: Single

A Saurus Oldblood is armed with a Relic Celestite Weapon.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Shadowstrike Starhost
 • Shadowstrike Temple-host
 • Sunclaw Starhost
 • Sunclaw Temple-host

Predatory Exemplar: Oldbloods lead through instinctual ferocity, trusting their saurus kin to follow in their wake.
In the combat phase, when you pick this unit to fight for the first time in that phase, you can pick 1 friendly SAURUS WARRIORS or SAURUS GUARD unit wholly within 12" of this unit and that has not yet fought in that phase. This unit and that unit can fight one after the other in the order of your choice.

Wrath of the Seraphon: The Oldblood directs nearby saurus to act upon their savage instincts.
In the combat phase, if this unit issues the All-out Attack command to a friendly SAURUS WARRIORS or SAURUS GUARD unit, in addition to the effect of the command ability, add 1 to wound rolls for attacks made by melee weapons by that unit until the end of that phase.

Mighty Saurus Jaws: The powerful jaws of this saurus can tear apart the enemy in a brutal display until nothing is left but a bloody pulp.
Each time this unit fights, after all of its attacks have been resolved, pick 1 enemy unit within 1" of this unit and roll 3 dice. These dice rolls are referred to as bite rolls. For each bite roll of 6+, that enemy unit suffers 1 mortal wound.

KEYWORDS
ORDER, SERAPHON, SAURUS, HERO, OLDBLOOD


8"
8
4+
8
WARSCROLL

Saurus Scar-Veteran on Aggradon

Many Scar-Veterans choose to fight from the back of ferocious Aggradons, the better to swiftly unleash savage violence on the foe. These saurus champions are adept at spurring the fury of their kin, and they excel as both warriors and strike leaders.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Relic Celestite Spear
Relic Celestite Spear2"43+3+-22
Relic Celestite Club
Relic Celestite Club1"53+3+-12
Rending Bites and Striking Talons
Rending Bites and Striking Talons1"33+3+-22
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 140
Battlefield Role: Leader
Base size: 90 x 52mm
Notes: Single

A Saurus Scar-Veteran on Aggradon is armed with 1 of the following weapon options: Relic Celestite Spear; or Relic Celestite Club.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Firelance Starhost
 • Firelance Temple-host
 • Shadowstrike Starhost
 • Shadowstrike Temple-host

MOUNT: This unit’s Aggradon is armed with Rending Bites and Striking Talons.

Primal Rage: The mere taste of enemy blood whips an Aggradon into a battle frenzy and sends the beast on a violent rampage.
This unit has a rage score that starts at 0 at the start of the battle. At the end of each combat phase, if this unit is within 3" of any enemy units, increase its rage score by 1 (to a maximum of 3). At the end of each combat phase, if this unit is not within 3" of any enemy units, reset its rage score to 0. While this unit has a rage score of 1 or more, add its rage score to the Attacks characteristic of its Rending Bites and Striking Talons.

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.
Once per battle, at the start of your combat phase, you can pick 1 friendly unit with this ability on the battlefield to unleash a feral roar. If you do so, increase the rage score of friendly AGGRADON units wholly within 18" of that unit by 1 (to a maximum of 3).

KEYWORDS
ORDER, SERAPHON, SAURUS, HERO, AGGRADON, SCAR-VETERAN


8"
5
5+
6
WARSCROLL

Skink Starpriest

Blessed with great intelligence and a deep connection to Azyr, the Starpriests provide front-line magical support to the Seraphon in battle. Each is a talented wizard, able to unleash the scouring light of distant celestial bodies upon the foe.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Serpent Staff
Serpent Staff2"24+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 130
Battlefield Role: Leader
Base size: 25mm
Notes: Single

A Skink Starpriest is armed with a Serpent Staff.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Coalesced Eternity Guardians
 • Shadowstrike Starhost
 • Shadowstrike Temple-host
 • Starborne Eternity Guardians

WIZARD: This unit can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase.

Serpent Staff: Channelling cosmic power through their twin-headed staff, a Starpriest causes their allies’ weapons to drip with deadly venom.
In your hero phase, you can pick 1 friendly SERAPHON unit wholly within 12" of this unit. If you do so, until your next hero phase, if the unmodified wound roll for an attack made by that unit is 6, that attack causes 1 mortal wound to the target in addition to any damage it inflicts.

Blazing Starlight: The Starpriest summons the blazing light of a distant celestial body and uses its radiance to blind the foe.
Blazing Starlight is a spell that has a casting value of 6 and a range of 18". If successfully cast, pick 1 enemy unit within range and visible to the caster. Until your next hero phase, subtract 1 from hit rolls for attacks made by that unit.

KEYWORDS
ORDER, SERAPHON, SKINK, HERO, WIZARD, STARPRIEST


5"
6
4+
6
WARSCROLL

Skink Starseer

Foremost amongst the skink priesthood, the Starseers are the most powerful wizards of a constellation after the slann themselves. Their celestial blessings allow them to gaze into the future, influencing the skein of fate to fit their masters’ unknowable ends.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Astromancer’s Staff
Astromancer’s Staff2"24+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 160
Battlefield Role: Leader
Base size: 50mm
Notes: Single

A Skink Starseer is armed with an Astromancer’s Staff.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Coalesced Eternity Guardians
 • Shadowstrike Starhost
 • Shadowstrike Temple-host
 • Starborne Eternity Guardians

WIZARD: This unit can attempt to cast 2 spells in your hero phase and attempt to unbind 2 spells in the enemy hero phase.

FLY: This unit can fly.

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.
Once per battle, in your hero phase, you can say that this unit will scry the stars. If you do so, roll a number of dice equal to the number of the current battle round. For each 2+, you can pick 1 friendly SERAPHON unit on the battlefield. That unit has a ward of 5+ until the start of your next hero phase.

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.
Celestial Doom is a spell that has a casting value of 7 and a range of 12". If successfully cast, pick 1 enemy unit within range and visible to the caster. Until the end of your turn, ward rolls cannot be made for models in that unit.

KEYWORDS
ORDER, SERAPHON, SKINK, HERO, WIZARD, STARSEER


5"
9
4+
9
WARSCROLL

Slann Starmaster

Ancient beings created to serve the Old Ones, the Starmasters are amongst the greatest wizards in all the realms. The powers of the heavens are theirs to command, the energies of the stars wielded to annihilate their enemies.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Azure Lightning
Azure Lightning3"63+3+-11
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 310
Battlefield Role: Leader
Base size: 80mm
Notes: Single

A Slann Starmaster is armed with Azure Lightning.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Coalesced Eternity Guardians
 • Shadowstrike Starhost
 • Shadowstrike Temple-host
 • Starborne Eternity Guardians

WIZARD: This unit can attempt to cast 3 spells in your hero phase and attempt to unbind 3 spells in the enemy hero phase.

FLY: This unit can fly.

Arcane Vassal: A Slann Starmaster can channel the power of a spell through one of their followers.
Once per phase, when this unit attempts to cast a spell, before making the casting roll, you can pick either 1 friendly SKINK WIZARD within 12" of this unit or 1 friendly ORACLE anywhere on the battlefield. If you do so and the spell is successfully cast and not unbound, you must measure the range and visibility for that spell from that SKINK WIZARD or ORACLE.

Foresight: The Starmaster casts their mind into the future, reading the threads of destiny as easily as a mortal would read a map.
At the start of your hero phase, roll 2 dice for this unit. For each 4+, you receive 1 command point.

Gift from the Heavens: At a Starmaster’s command, their followers are wrapped in a mantle of Azyrite energy, allowing them to disregard the natural laws that govern the realms.
You can use this command ability in your hero phase. The command can only be issued by this unit, and the unit that receives the command must be a friendly SERAPHON unit. Until your next hero phase, that unit can fly. In addition, add 1 to save rolls for attacks made with missile weapons that target that unit until your next hero phase.

Masters of Order: The slann are amongst the greatest wizards in existence, and they shape the very stars with their magic.
Add 1 to casting, dispelling and unbinding rolls for this unit. In addition, this unit can attempt to unbind enemy spells that are cast anywhere on the battlefield and attempt to dispel endless spells anywhere on the battlefield.

Celestial Equilibrium: The slann’s form seems to shimmer and fade as it draws links between their allies and the turnings of the stars.
Celestial Equilibrium is a spell that has a casting value of 6. If successfully cast, until the end of the phase, add 1 to casting rolls for friendly WIZARDS other than the caster.

Shield of the Old Ones: The Starmaster weaves the very substance of the cosmos into a formidable arcane barrier.
Shield of the Old Ones is a spell that has a casting value of 7. If successfully cast, the caster has a ward of 4+ against mortal wounds until your next hero phase.

KEYWORDS
ORDER, SERAPHON, SLANN, HERO, WIZARD, STARMASTER


16"
6
6+
6
WARSCROLL

Terradon Chief

Known to their kin as ‘Masters of the Skies’, Skink Chiefs mounted upon Terradons are cunning warriors. They are adept at remaining beyond enemy retribution, directing their aerial cohorts to unleash their rocky barrage at precisely the right moment.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Skyblade
Skyblade1"33+3+-12
Razor-sharp Jaws
Razor-sharp Jaws1"44+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 90
Battlefield Role: Leader
Base size: 50mm
Notes: Single

A Terradon Chief is armed with a Skyblade.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Shadowstrike Starhost
 • Shadowstrike Temple-host

FLY: This unit can fly.

MOUNT: This unit’s Terradon is armed with Razor-sharp Jaws.

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.
Once per battle, after this unit finishes a normal move or run, you can pick 1 enemy unit and roll a dice if this unit passed across any models in that enemy unit. On a 4+, that enemy unit suffers D3 mortal wounds. In addition, if any mortal wounds caused by this ability are allocated to that enemy unit, halve the Move characteristic of that enemy unit until your next hero phase.

Coordinated Attack: A Terradon Chief can direct their warriors so that they unleash their deadly cargo to maximum effect.
Once per battle, at the start of your movement phase, you can pick 1 friendly unit with this ability on the battlefield to call a Terradon attack. If you do so, until the end of that phase, each time a friendly TERRADON unit wholly within 12" of that unit uses its Deadly Cargo ability, the enemy unit suffers D3 mortal wounds for each 2+ instead of each 4+.

Attack from On High: Terradons circle high in the sky, only darting down for a brief moment to launch a strafing run.
Subtract 1 from hit rolls for attacks made with missile weapons that target this unit.

KEYWORDS
ORDER, SERAPHON, SKINK, HERO, TERRADON, TERRADON CHIEF

Battleline


5"
2
3+
8
WARSCROLL

Saurus Guard

Patient and obstinate, Saurus Guard will not allow any harm to befall the Starmasters while even one of their number draws breath. Each will fight to the very last to defend their master, their polearms mercilessly hacking down the enemy.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Celestite Polearm
Celestite Polearm2"23+3+-11
PITCHED BATTLE PROFILE

Unit Size: 5      Points: 150
Battlefield Role: Battleline
Base size: 32mm

A unit of Saurus Guard has any number of models, each armed with a Celestite Polearm and Powerful Jaws.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Coalesced Eternity Guardians
 • Starborne Eternity Guardians

CHAMPION: 1 model in this unit can be a Saurus Guard Alpha. Add 1 to the Attacks characteristic of that model’s Celestite Polearm.

STANDARD BEARER: 1 in every 5 models in this unit can be a Icon Bearer. Add 1 to the Bravery characteristic of this unit if it includes any Icon Bearers.

MUSICIAN: 1 in every 5 models in this unit can be a War-drummer. Add 1 to run rolls and charge rolls for this unit if it includes any War-drummers.

Selfless Protectors: The Saurus Guard stand as a living shield between the leaders of the Seraphon and their foes.
Before you allocate a wound or mortal wound to a friendly SERAPHON HERO that is not a MONSTER, or instead of making a ward roll for a wound or mortal wound that would be allocated to a friendly SERAPHON HERO that is not a MONSTER, if this unit is within 3" of that friendly SERAPHON HERO, you can roll a dice. On a 1-2, that wound or mortal wound is allocated to that SERAPHON HERO as normal. On a 3+, that wound or mortal wound is allocated to this unit instead.

Saurus Jaws: A bite from this fearsome creature is strong enough to rip a limb off a lesser warrior or tear a massive blood chunk from the flank of a beast.
Each time this unit fights, after all of its attacks have been resolved, pick 1 enemy unit within 1" of this unit and roll 1 dice for each model in this unit within 1" of that unit. These dice rolls are referred to as bite rolls. For each bite roll of 6+, that enemy unit suffers 1 mortal wound.

KEYWORDS
ORDER, SERAPHON, SAURUS, SAURUS GUARD


5"
2
4+
8
WARSCROLL

Saurus Warriors

Saurus Warriors are the brutal heart of the Seraphon armies. Bred solely for war, their cohorts advance across the battlefield in disciplined lockstep, unleashing their cold-blooded savagery only when battle is joined.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Celestite Spear
Celestite Spear2"24+3+-11
Celestite Club
Celestite Club1"23+3+-11
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 180
Battlefield Role: Battleline
Base size: 32mm

Each model in a Saurus Warriors unit is armed with 1 of the following weapon options: Celestite Club; or Celestite Spear. All models in the unit must be armed with the same weapon option.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Sunclaw Starhost
 • Sunclaw Temple-host

CHAMPION: 1 model in this unit can be a Saurus Warrior Alpha. Add 1 to the Attacks characteristic of that model’s Celestite Club or Celestite Spear.

STANDARD BEARER: 1 in every 10 models in this unit can be a Icon Bearer. Add 1 to the Bravery characteristic of this unit if it includes any Icon Bearers.

MUSICIAN: 1 in every 10 models in this unit can be a War-drummer. Add 1 to run rolls and charge rolls for this unit if it includes any War-drummers.

Ordered Cohorts: Devoted servants of the Old Ones, Saurus Warriors are as intractable in defence as they are relentless upon the attack.
Add 1 to save rolls for attacks that target this unit if it is contesting any objectives or if it is wholly within your territory.

Saurus Jaws: A bite from this fearsome creature is strong enough to rip a limb off a lesser warrior or tear a massive blood chunk from the flank of a beast.
Each time this unit fights, after all of its attacks have been resolved, pick 1 enemy unit within 1" of this unit and roll 1 dice for each model in this unit within 1" of that unit. These dice rolls are referred to as bite rolls. For each bite roll of 6+, that enemy unit suffers 1 mortal wound.

KEYWORDS
ORDER, SERAPHON, SAURUS, SAURUS WARRIORS


8"
1
6+
5
WARSCROLL

Skinks

The smallest of all Seraphon subspecies, skinks are swift and clever warriors. Though physically frail they are capable of covering ground with impressive speed, swarming as a scaly mass to unleash a storm of poison-tipped projectiles.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Meteoric Javelin
Meteoric Javelin8"14+5+-11
Boltspitter
Boltspitter16"14+5+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Celestite Dagger
Celestite Dagger1"15+5+-1
Moonstone Club
Moonstone Club1"24+4+-1
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 90
Battlefield Role: Battleline
Base size: 25mm

This unit is referred to as a Skink Cohort. Each model in a Skink Cohort is armed with 1 of the following weapon options: Meteoric Javelin, Celestite Dagger and Star-buckler; Boltspitter, Celestite Dagger and Star-buckler; Moonstone Club and Star-buckler; or Boltspitter and Moonstone Club. All models in the unit must be armed with the same weapon option.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Shadowstrike Starhost
 • Shadowstrike Temple-host

SHIELD: If this unit is armed with Star-bucklers, it has a Save characteristic of 5+ instead of 6+.

CHAMPION: 1 model in this unit can be a Skink Alpha. Add 1 to the Attacks characteristic of that model’s weapons.

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.
Each time this unit runs or receives the Redeploy command, when determining the distance this unit can move, you can roll 2 dice instead of 1 and pick either result.

KEYWORDS
ORDER, SERAPHON, SKINK, SKINK COHORT

None


8"
5
4+
8
WARSCROLL

Aggradon Lancers

The charge of the Aggradon Lancers can see entire battlelines collapse in a storm of horrific violence. The savagery of the Seraphon themselves is matched only by their Aggradon mounts, who become increasingly ferocious when scenting blood.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Celestite Spear
Celestite Spear2"34+3+-21
Celestite Club
Celestite Club1"33+3+-11
Rending Bites and Striking Talons
Rending Bites and Striking Talons1"33+3+-22
PITCHED BATTLE PROFILE

Unit Size: 3      Points: 190
Battlefield Role: None
Base size: 75 x 42mm
Notes: Battleline if general is SAURUS

Each model in an Aggradon Lancers unit is armed with 1 of the following weapon options: Celestite Club; or Celestite Spear. All models in the unit must be armed with the same weapon option.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Firelance Starhost
 • Firelance Temple-host

MOUNT: This unit’s Aggradons are each armed with Rending Bites and Striking Talons.

CHAMPION: 1 model in this unit can be an Aggradon Lancer Alpha. Add 1 to the Attacks characteristic of that model’s Celestite Club or Celestite Spear.

STANDARD BEARER: 1 in every 3 models in this unit can be a Icon Bearer. Add 1 to the Bravery characteristic of this unit if it includes any Icon Bearers.

MUSICIAN: 1 in every 3 models in this unit can be a War-drummer. Add 1 to run rolls and charge rolls for this unit if it includes any War-drummers.

Primal Rage: The mere taste of enemy blood whips an Aggradon into a battle frenzy and sends the beast on a violent rampage.
This unit has a rage score that starts at 0 at the start of the battle. At the end of each combat phase, if this unit is within 3" of any enemy units, increase its rage score by 1 (to a maximum of 3). At the end of each combat phase, if this unit is not within 3" of any enemy units, reset its rage score to 0. While this unit has a rage score of 1 or more, add its rage score to the Attacks characteristic of its Rending Bites and Striking Talons.

KEYWORDS
ORDER, SERAPHON, SAURUS, AGGRADON, AGGRADON LANCERS


8"
1
6+
5
WARSCROLL

Hunters of Huanchi with Dartpipes

Hunters of Huanchi armed with dartpipes stalk their prey with infinite patience. Able to blend perfectly into their environment, these peerless hunters silently creep up on their targets before unleashing a storm of blowdarts covered in the most potent venoms.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Dartpipe
Dartpipe16"23+3+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Feeble Claws
Feeble Claws1"15+5+-1
PITCHED BATTLE PROFILE

Unit Size: 5      Points: 120
Battlefield Role: None
MODELBASE SIZE
Chameleon Skinks Alpha28.5mm
4 x Chameleon Skinks25mm

Each model in a Hunters of Huanchi with Dartpipes unit is armed with a Dartpipe and Feeble Claws.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Shadowstrike Starhost
 • Shadowstrike Temple-host

CHAMPION: 1 model in this unit can be a Chameleon Skink Alpha. Add 1 to the Attacks characteristic of that model’s Dartpipe.

MUSICIAN: 1 in every 5 models in this unit can be a Hornblower. Add 1 to run rolls and charge rolls for this unit if it includes any Hornblowers.

Chameleon Ambush: The Hunters of Huanchi can blend with their surroundings and go into hiding.
During deployment, instead of setting up this unit on the battlefield, you can place it to one side and say that it is hiding as a reserve unit. If you do so, at the end of your movement phase, you can set up this unit on the battlefield more than 9" from all enemy units.

If this unit is on the battlefield at the end of your movement phase, you can remove it from the battlefield and say that it is hiding as a reserve unit. If you do so, at the end of any of your subsequent movement phases, you can set up this unit on the battlefield more than 9" from all enemy units.

Any reserve units in hiding that are not set up on the battlefield before the start of the fourth battle round are destroyed.

Perfect Mimicry: Chameleons lurking amid dense terrain are hard to spot.
This unit is not visible to enemy units that are more than 12" away or while it is in cover.

Star-venom: The blowdarts used by Chameleon Skinks are coated in deadly toxins.
If the unmodified hit roll for an attack made with a Dartpipe is 6, the target suffers 1 mortal wound and the attack sequence ends (do not make a wound roll or save roll).

KEYWORDS
ORDER, SERAPHON, SKINK, HUNTERS OF HUANCHI, HUNTERS OF HUANCHI WITH DARTPIPES


8"
1
5+
5
WARSCROLL

Hunters of Huanchi with Starstone Bolas

Sometimes, the task entrusted to a Hunters of Huanchi cohort will force them to close with an enemy. These Seraphon often wield deadly starstone bolas, close-quarters weapons that can explode in bursts of purging starlight.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Starstone Bolas
Starstone Bolas8"13+3+-1
Hunter Javelin
Hunter Javelin8"13+3+-12
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Moonstone Club
Moonstone Club1"24+4+-1
Hunter Javelin
Hunter Javelin2"23+3+-12
PITCHED BATTLE PROFILE

Unit Size: 5      Points: 80
Battlefield Role: None
MODELBASE SIZE
Chameleon Skink Alpha, Huanchi's Claw28.5mm
3 x Chameleon Skinks25mm

Each model in a Hunters of Huanchi with Starstone Bolas unit is armed with a Starstone Bolas and Moonstone Club.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Shadowstrike Starhost
 • Shadowstrike Temple-host

CHAMPION: 1 model in this unit can be a Chameleon Skink Alpha. Add 1 to the Attacks characteristic of that model’s Moonstone Club.

MUSICIAN: 1 in every 5 models in this unit can be a Hornblower. Add 1 to run rolls and charge rolls for this unit if it includes any Hornblowers.

HUANCHI’S CLAW: 1 in every 5 models in this unit can be a Huanchi’s Claw. This model is armed with a Hunter Javelin instead of a Starstone Bolas and Moonstone Club.

Chameleon Ambush: The Hunters of Huanchi can blend with their surroundings and go into hiding.
During deployment, instead of setting up this unit on the battlefield, you can place it to one side and say that it is hiding as a reserve unit. If you do so, at the end of your movement phase, you can set up this unit on the battlefield more than 9" from all enemy units.

If this unit is on the battlefield at the end of your movement phase, you can remove it from the battlefield and say that it is hiding as a reserve unit. If you do so, at the end of any of your subsequent movement phases, you can set up this unit on the battlefield more than 9" from all enemy units.

Any reserve units in hiding that are not set up on the battlefield before the start of the fourth battle round are destroyed.

Perfect Mimicry: Chameleons lurking amid dense terrain are hard to spot.
This unit is not visible to enemy units that are more than 12" away or while it is in cover.

Starstone Bolas: A perfectly timed bolas throw can either ensnare an enemy or detonate to leave the foe reeling.
If the unmodified hit roll for an attack made with a Starstone Bolas is 6, the target unit is stunned until the end of the following combat phase. Subtract 1 from hit rolls for attacks made by a unit that is stunned.

KEYWORDS
ORDER, SERAPHON, SKINK, HUNTERS OF HUANCHI, HUNTERS OF HUANCHI WITH STARSTONE BOLAS


5"
8
4+
8
WARSCROLL

Klaq-Trok

A hulking mass of scale and muscle, Klaq-Trok speaks little even for one of his taciturn breed. Yet when war calls, the saurus is swift to answer, and the savagery with which he annihilates his enemies is wholly inspiring to the Starblood Stalkers.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Celestite Warmaul
Celestite Warmaul2"53+3+-12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 290
Battlefield Role: None
Base size: 32mm
Notes: Single, Unique. Kixi-Taka the Diviner, Klaq-Trok and The Starblood Stalkers must be taken as a set. Although taken as a set, each is a separate unit.

Klaq-Trok is armed with a Celestite Warmaul.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Shadowstrike Starhost
 • Shadowstrike Temple-host
 • Sunclaw Temple-host

Savage Protector: A warrior unparalleled in his primal ferocity and strength, Klaq-Trok crushes any who would dare endanger the will of the Old Ones.
You can re-roll hit rolls and wound rolls for attacks made by this unit while it is within 3" of a friendly KIXI-TAKA.

Bolstering Presence: The skinks of the Starblood Stalkers fear no foe as long as Klaq-Trok is nearby.
Add 3 to the Bravery characteristic of friendly THE STARBLOOD STALKERS units while they are wholly within 9" of this unit.

Mighty Saurus Jaws: The powerful jaws of this saurus can tear apart the enemy in a brutal display until nothing is left but a bloody pulp.
Each time this unit fights, after all of its attacks have been resolved, pick 1 enemy unit within 1" of this unit and roll 3 dice. These dice rolls are referred to as bite rolls. For each bite roll of 6+, that enemy unit suffers 1 mortal wound.

KEYWORDS
ORDER, SERAPHON, SAURUS, COALESCED, HERO, OLDBLOOD, KLAQ-TROK


5"
5
4+
7
WARSCROLL

Kroxigor

Taller and bulkier than even the most hulking saurus, each Kroxigor is a monstrously strong reptilian brute. They wade into battle alongside massed skink cohorts, crushing any who would threaten their diminutive cousins.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Drakebite Maul
Drakebite Maul2"44+3+-12
Moonstone Hammer
Moonstone Hammer2"43+3+-13
PITCHED BATTLE PROFILE

Unit Size: 3      Points: 150
Battlefield Role: None
Base size: 50mm
Notes: Battleline in a Koatl’s Claw army

This unit is referred to as a Kroxigor Cohort. Each model in a Kroxigor Cohort is armed with a Drakebite Maul. 1 in every 3 models can replace their Drakebite Maul with a Moonstone Hammer.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Thunderquake Starhost
 • Thunderquake Temple-host

Skink Guidance: The physical strength of these brutish creatures comes at the cost of their diminished intellect, and so Kroxigor rely on nearby skinks to direct them in battle.
Unit champions of SKINK units can issue commands to this unit if this unit is wholly within 12" of the SKINK unit.

Sweeping Blows: Kroxigor swing their weapons in wide arcs, smashing aside a multitude of foes with each blow.
If the unmodified hit roll for an attack made with a Drakebite Maul or Moonstone Hammer is 6 and the target unit has 10 or more models, that attack scores 2 hits on the target instead of 1. Make a wound roll and save roll for each hit.

Vice-like Jaws: With rows of serrated iron-sharp fangs, few can survive the powerful bite of a Kroxigor.
Each time this unit fights, after all of its attacks have been resolved, pick 1 enemy unit within 1" of this unit and roll 3 dice for each model in this unit within 1" of that unit. These dice rolls are referred to as bite rolls. For each bite roll of 6+, that enemy unit suffers 1 mortal wound.

KEYWORDS
ORDER, SERAPHON, KROXIGOR, KROXIGOR COHORT


5"
5
4+
7
WARSCROLL

Kroxigor Warspawned

The Warspawned exist solely for bloodshed. Believed to be marked by the wrathful god Sotek, these Kroxigor are attended to with devotion by skink acolytes, whom they fight with rabid ferocity to defend in battle.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Drakefang War-pick
Drakefang War-pick2"34+3+-22
Starfang War-pick
Starfang War-pick2"33+3+-23
PITCHED BATTLE PROFILE

Unit Size: 3      Points: 160
Battlefield Role: None
Notes: Battleline in a Koatl’s Claw army

Each model in a Kroxigor Warspawned unit is armed with a Drakefang Warpick. 1 in every 3 models can replace their Drakefang War-pick with a Starfang War-pick.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Thunderquake Starhost
 • Thunderquake Temple-host

Skink Guidance: The physical strength of these brutish creatures comes at the cost of their diminished intellect, and so Kroxigor rely on nearby skinks to direct them in battle.
Unit champions of SKINK units can issue commands to this unit if this unit is wholly within 12" of the SKINK unit.

Heavy-scaled Skin: The scales of the Warspawned are especially thick and craggy, easily capable of repelling an arrow or musket ball.
Subtract 1 from wound rolls for attacks made with missile weapons that target this unit.

Spawn of Sotek: Should any of the Serpent God’s devoted skink acolytes come to harm, Kroxigor Warspawned are overcome with a terrifying rage.
Add 1 to the Attacks characteristic of this unit’s melee weapons until the end of the phase if any models in friendly SKINK units wholly within 12" of this unit have been slain in this phase.

Vice-like Jaws: With rows of serrated iron-sharp fangs, few can survive the powerful bite of a Kroxigor.
Each time this unit fights, after all of its attacks have been resolved, pick 1 enemy unit within 1" of this unit and roll 3 dice for each model in this unit within 1" of that unit. These dice rolls are referred to as bite rolls. For each bite roll of 6+, that enemy unit suffers 1 mortal wound.

KEYWORDS
ORDER, SERAPHON, KROXIGOR, KROXIGOR WARSPAWNED


12"
2
5+
5
WARSCROLL

Raptadon Chargers

Revered as holy paladins of Tepok, the Raptadon Chargers wield weapons taken from the depths of the Inscrutable One’s temples. In battle, these relics unleash potent energies that can melt clean through armour.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Tepok Lance
Tepok Lance1"34+3+-11
Serrated Fangs
Serrated Fangs1"33+3+-11
PITCHED BATTLE PROFILE

Unit Size: 5      Points: 150
Battlefield Role: None
Base size: 60 x 35mm
Notes: Battleline in a Fangs of Sotek army

Each model in a Raptadon Chargers unit is armed with a Tepok Lance.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Shadowstrike Starhost
 • Shadowstrike Temple-host

MOUNT: This unit’s Raptadons are each armed with Serrated Fangs.

CHAMPION: 1 model in this unit can be a Raptadon Charger Alpha. Add 1 to the Attacks characteristic of that model’s Tepok Lance.

STANDARD BEARER: 1 in every 5 models in this unit can be a Icon Bearer. Add 1 to the Bravery characteristic of this unit if it includes any Icon Bearers.

MUSICIAN: 1 in every 5 models in this unit can be a Hornblower. Add 1 to run rolls and charge rolls for this unit if it includes any Hornblowers.

Cold-blooded Unity: The blasts unleashed by a Raptadon Charger’s sacred lances are all the more effective when targeting enemies suppressed by javelins from a Hunter cohort.
Add 1 to hit rolls for attacks made with this unit’s Tepok Lances that target an enemy unit if that unit was the target of a shooting attack made by a friendly RAPTADON HUNTERS unit in the same turn.

Geomantic Empowerment: Tepok lances draw upon the arcane energy of a realm’s geomantic nexus points, infusing them with magical power that is unleashed as lethal short-ranged blasts.
The Damage characteristic of this unit’s Tepok Lances is 2 instead of 1 if this unit is contesting an objective or if it is within 3" of any terrain features with the Arcane scenery rule.

KEYWORDS
ORDER, SERAPHON, SKINK, RAPTADON, RAPTADON CHARGERS


12"
2
5+
5
WARSCROLL

Raptadon Hunters

By the time an enemy knows the Raptadon Hunters are pursuing them, it is often too late. These skinks and their reptilian mounts swiftly close in on the foe, bombarding them with javelins and luring them to their doom.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Starstone Atlatl
Starstone Atlatl12"24+4+-21
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Moonstone Club
Moonstone Club1"24+4+-1
Serrated Fangs
Serrated Fangs1"33+3+-11
PITCHED BATTLE PROFILE

Unit Size: 5      Points: 150
Battlefield Role: None
Base size: 60 x 35mm
Notes: Battleline in a Fangs of Sotek army

Each model in a Raptadon Hunters unit is armed with a Starstone Atlatl and Moonstone Club.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Shadowstrike Starhost
 • Shadowstrike Temple-host

MOUNT: This unit’s Raptadons are each armed with Serrated Fangs.

CHAMPION: 1 model in this unit can be a Raptadon Hunter Alpha. Add 1 to the Attacks characteristic of that model’s Starstone Atlatl.

STANDARD BEARER: 1 in every 5 models in this unit can be a Icon Bearer. Add 1 to the Bravery characteristic of this unit if it includes any Icon Bearers.

MUSICIAN: 1 in every 5 models in this unit can be a Hornblower. Add 1 to run rolls and charge rolls for this unit if it includes any Hornblowers.

Deadly Cohesion: Raptadon Hunters pepper enemy lines with volleys of starstone javelins, exposing weak points for Raptadon Chargers to exploit.
At the end of your charge phase, if this unit is more than 3" from all enemy units and within 12" of any friendly RAPTADON CHARGERS units that made a charge move in that phase, this unit can shoot. If it does so, it must target a unit within 3" of a friendly RAPTADON CHARGERS unit that made a charge move in that phase.

KEYWORDS
ORDER, SERAPHON, SKINK, RAPTADON, RAPTADON HUNTERS


12"
3
5+
5
WARSCROLL

Ripperdactyl Riders

In a storm of snapping, razor-sharp fangs, Ripperdactyls descend to tear apart their prey. The bloodlust of these creatures can never be sated, for in their bestial hearts lurks an endless desire to kill.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Moonstone Warspear
Moonstone Warspear2"24+4+-1
Tearing Jaws
Tearing Jaws1"34+3+-12
PITCHED BATTLE PROFILE

Unit Size: 3      Points: 90
Battlefield Role: None
Base size: 50mm

Each model in a Ripperdactyl Riders unit is armed with a Moonstone Warspear.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Shadowstrike Starhost
 • Shadowstrike Temple-host

FLY: This unit can fly.

MOUNT: This unit’s Ripperdactyls are each armed with Tearing Jaws.

CHAMPION: 1 model in this unit can be a Ripperdactyl Rider Alpha. Add 1 to the Attacks characteristic of that model’s Moonstone Warspear.

BLOT TOAD: You receive 1 Blot Toad marker for each RIPPERDACTYL RIDERS unit in your army. After the players have received their starting command points but before the start of the first turn, you can pick 1 enemy unit to have a Blot Toad for each Blot Toad marker you have. Place a Blot Toad marker next to that enemy unit.

Designer’s Note: Blot Toads are not units; they are markers that are used to keep track of which enemy units have Blot Toads.

Toad Rage: The mere scent of a blot toad sends Ripperdactyls into a frenzy.
In the combat phase, add 1 to hit rolls and wound rolls for attacks made with this unit’s Tearing Jaws that target an enemy unit that has a Blot Toad.

Swooping Dive: Ripperdactyls fly with such savage haste that it is almost impossible to draw a bead on them - and never more so than when they swoop down in a fit of rage.
Subtract 1 from hit rolls from attacks made with missile weapons that target this unit. In addition, if this unit is targeted by attacks made by an enemy unit that received the Unleash Hell command in that phase, those attacks only score a hit on an unmodified hit roll of 6.

KEYWORDS
ORDER, SERAPHON, SKINK, RIPPERDACTYL, RIPPERDACTYL RIDERS


16"
3
6+
5
WARSCROLL

Terradon Riders

Few creatures can hope to match a Terradon for speed. The skinks who ride them are gifted aerial warriors, directing their mounts to swoop low over the enemy lines before releasing the meteoric rocks that the beasts clasp in their powerful hind claws.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Starstrike Javelin
Starstrike Javelin12"24+3+-11
Sunleech Bolas
Sunleech Bolas6"44+4+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Razor-sharp Jaws
Razor-sharp Jaws1"44+4+-1
PITCHED BATTLE PROFILE

Unit Size: 3      Points: 100
Battlefield Role: None
Base size: 50mm

Each model in a Terradon Riders unit is armed with 1 of the following weapon options: Starstrike Javelin; or Sunleech Bolas. All models in the unit must be armed with the same weapon option.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Shadowstrike Starhost
 • Shadowstrike Temple-host

FLY: This unit can fly.

MOUNT: This unit’s Terradons are each armed with Razor-sharp Jaws.

CHAMPION: 1 model in this unit can be a Terradon Rider Alpha. Add 1 to the Attacks characteristic of that model’s Starstrike Javelin or Sunleech Bolas.

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.
Once per battle, after this unit finishes a normal move or run, you can pick 1 enemy unit and roll a dice for each model in this unit that passed across any models in that enemy unit. For each 4+, that enemy unit suffers D3 mortal wounds. In addition, if any mortal wounds caused by this ability are allocated to that enemy unit, halve the Move characteristic of that enemy unit until your next hero phase.

Attack from On High: Terradons circle high in the sky, only darting down for a brief moment to launch a strafing run.
Subtract 1 from hit rolls for attacks made with missile weapons that target this unit.

KEYWORDS
ORDER, SERAPHON, SKINK, TERRADON, TERRADON RIDERS


12"
2
6+
5
WARSCROLL

Terrawings

Smaller – but no less vicious – cousins of the Terradons, Terrawings are often found accompanying Hunters of Huanchi. Their natural aggression and ear-splitting shrieks can hold the attention of any foe, allowing the skinks to slip away.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Snapping Beak
Snapping Beak1"44+4+-1
PITCHED BATTLE PROFILE

Unit Size: 3      Points: 70
Battlefield Role: None
Base size: 32mm

Each model in a Terrawings unit is armed with Snapping Beaks.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Shadowstrike Starhost

FLY: This unit can fly.

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.
At the start of the shooting phase, you can pick 1 enemy unit within 12" of this unit and roll 2D6. If the roll is higher than that unit’s Bravery characteristic, that enemy unit cannot issue or receive commands until the end of the turn.

Symbiotic Relationship: Terrawings are often used by Hunters of Huanchi cohorts to surprise and confuse the enemy when they spring their ambush.
During deployment, instead of setting up this unit on the battlefield, if you have any HUNTERS OF HUANCHI units in reserve, you can place this unit to one side and say that it is hiding as a reserve unit. If you do so, at the end of your movement phase, you can set up this unit on the battlefield, within 3" of a friendly HUNTERS OF HUANCHI unit and more than 9" from all enemy units.

KEYWORDS
ORDER, SERAPHON, TERRAWINGS


8"
2
5+
5
WARSCROLL

The Starblood Stalkers

The Starblood Stalkers are a pack of masterful skink hunters who pursue their foes into even the densest terrain before striking. Their cunning, bolstered by the camouflage of the Chameleon Skink Otapatl, has seen them take even the most cautious enemies by surprise.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Dartpipe
Dartpipe16"23+3+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Celestite Weapon
Celestite Weapon1"33+5+-1
PITCHED BATTLE PROFILE

Unit Size: 4      Points: 290
Battlefield Role: None
Base size: 25mm
Notes: Single, Unique. Kixi-Taka the Diviner, Klaq-Trok and The Starblood Stalkers must be taken as a set. Although taken as a set, each is a separate unit.

The models in The Starblood Stalkers are Xepic, Huachi, Tok and Otapatl. Xepic and Huachi are each armed with a Celestite Weapon; and Tok and Otapatl are each armed with a Dartpipe and Celestite Weapon.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Shadowstrike Temple-host

Star-venom: The blowdarts used by Chameleon Skinks are coated in deadly toxins.
If the unmodified hit roll for an attack made with a Dartpipe is 6, the target suffers 1 mortal wound and the attack sequence ends (do not make a wound roll or save roll).

Sacred Duty: The warriors of the Starblood Stalkers are tasked with protecting Kixi-Taka and ensuring the plans of the Old Ones come to fruition.
Before you allocate a wound or mortal wound to a friendly KIXI-TAKA, or instead of making a ward roll for a wound or mortal wound that would be allocated to a friendly KIXI-TAKA, if this unit is within 3" of that friendly KIXI-TAKA, you can roll a dice. On a 1-2, that wound or mortal wound is allocated to that KIXI-TAKA as normal. On a 3+, that wound or mortal wound is allocated to this unit instead.

KEYWORDS
ORDER, SERAPHON, SKINK, COALESCED, THE STARBLOOD STALKERS

Behemoth


5"
12
2+
6
WARSCROLL

Bastiladon

With scales thicker than the hull of a Steam Tank, a Bastiladon is nearly impervious to attack. They lumber forth heedless of even the mightiest blows while the skinks who ride upon their armoured shells operating deadly relics of the Old Ones.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Solar Engine
Solar Engine24"33+3+-33
Meteoric Javelins
Meteoric Javelins8"44+5+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Ark of Sotek
Ark of Sotek3"204+3+-1
Bludgeoning Tail
Bludgeoning Tail2"33+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 180/240
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single,
  • If a Bastiladon is equipped with an Ark of Sotek it costs 180 points.
  • If a Bastiladon is equipped with a Solar Engine it costs 240 points.

A Bastiladon is armed with a Bludgeoning Tail and 1 of the following weapon options: Solar Engine; or Ark of Sotek.

Designer’s Note: The weapon option determines this unit’s Pitched Battle profile.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Thunderquake Starhost
 • Thunderquake Temple-host
 • The Celestial Stampede

COMPANION: This unit is accompanied by skink handlers armed with Meteoric Javelins.

Tide of Snakes: So numerous are the snakes unleashed by an Ark of Sotek that it is almost inevitable that some will find their way past the foe’s defences to deliver a lethal venomous bite.
If the unmodified hit roll for an attack made with an Ark of Sotek is 6, the target suffers 1 mortal wound and the attack sequence ends (do not make a wound roll or save roll).

KEYWORDS
ORDER, SERAPHON, MONSTER, BASTILADON


14
4+
8
WARSCROLL

Engine of the Gods

Only in the most dire of circumstances will the Starmasters command an Engine of the Gods to be activated. Borne to battle atop a steadfast elder Stegadon, the power of these devices is unpredictable but often deadly to the enemies of the Seraphon.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Meteoric Javelins
Meteoric Javelins8"44+5+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Massive Horns
Massive Horns2"23+3+-1
Grinding Jaws
Grinding Jaws1"23+3+-12
Crushing Stomps
Crushing Stomps1"3+3+-12
DAMAGE TABLE
Wounds SufferedMoveMassive HornsCrushing Stomps
0-58"45
6-87"34
9-116"23
12+5"12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 270
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single

An Engine of the Gods is borne by a Stegadon armed with Massive Horns, Grinding Jaws and Crushing Stomps.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Shadowstrike Starhost
 • Shadowstrike Temple-host
 • Thunderquake Starhost
 • Thunderquake Temple-host
 • The Celestial Stampede

CREW: This unit has a skink crew armed with Meteoric Javelins.

Armoured Crest: A Stegadon will turn to face a foe head on if it can, so that its thickly scaled crest can protect it from harm.
At the start of the combat phase, you can pick 1 enemy unit within 3" of this unit that has up to 5 models. If you do so, until the end of that phase, add 1 to save rolls for attacks made by that unit that target this unit.

Cosmic Engine: The Engine of the Gods is an ancient device, and such is its power that it is capable of disrupting the natural laws of the universe.
In your shooting phase, you can say that this unit will either harness or reserve the power of its cosmic engine. If you say that it will harness the power, pick 1 of the effects below and generate a power score by rolling 2D6. If you say that it will reserve the power, nothing happens, but you can roll 1 additional dice the next time this unit harnesses the power of its cosmic engine.

Designer’s Note: A unit can reserve the power of its cosmic engine multiple times before it next harnesses it. For example, if a unit reserves the power of its cosmic engine in 2 of your shooting phases consecutively, when it next harnesses the power of its cosmic engine, you would roll 2 additional dice when generating the power score for a total of 4D6.

Healing Light: On a power score of 2-6, nothing happens. On a power score of 7+, heal D3 wounds allocated to each friendly SERAPHON unit wholly within 6" of this unit (roll separately for each unit).

Bolts of Azure Energy: On a power score of 2-8, this unit suffers 1 mortal wound. On a power score of 9+, pick 1 enemy unit within 24" of this unit and visible to it, and roll a number of dice equal to the power score. For each 4+, that enemy unit suffers 1 mortal wound.

Time Slows: On a power score of 2-10, this unit suffers D3 mortal wounds. On a power score of 11+, until the end of the turn, the strike-first effect applies to friendly SERAPHON units wholly within 6" of this unit.

Starlight Summons: On a power score of 2-12, this unit suffers 3 mortal wounds. On a power score of 13+, you can summon 1 SAURUS WARRIORS unit of 10 models or 1 SKINK COHORT unit of 20 models to the battlefield and add it to your army. The summoned unit must be set up wholly within 6" of this unit and more than 9" from all enemy units.

Steadfast Majesty: Stegadons are near fearless beasts, and their stubborn refusal to back down when faced by even the most terrifying foes inspires great courage in nearby skinks.
Add 3 to the Bravery characteristic of friendly SKINK units that do not have the STEGADON keyword while they are wholly within 12" of any friendly units with this ability.

Unstoppable Stampede: Stegadons are nigh unstoppable as they crash through the midst of battle.
After this unit finishes a charge move, roll a dice for each enemy unit within 1" of this unit. On a 2+, that enemy unit suffers D3 mortal wounds.

KEYWORDS
ORDER, SERAPHON, SKINK, MONSTER, TOTEM, STEGADON, ENGINE OF THE GODS


14
4+
8
WARSCROLL

Stegadon

A charging Stegadon is nothing less than a living battering ram. Its skink riders wield all manner of deadly weapons, while the crushing bulk and sharpened horns of the Stegadon can smash aside even the most determined defenders.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Meteoric Javelins
Meteoric Javelins8"44+5+-11
Skystreak Bow
Skystreak Bow24"33+3+-13
Sunfire Throwers
Sunfire Throwers8"1
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Massive Horns
Massive Horns2"23+3+-1
Grinding Jaws
Grinding Jaws1"23+3+-12
Crushing Stomps
Crushing Stomps1"3+3+-12
DAMAGE TABLE
Wounds SufferedMoveMassive HornsCrushing Stomps
0-58"45
6-87"34
9-116"23
12+5"12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 230
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single. Battleline in a Thunder Lizard army

A Stegadon is armed with Massive Horns, Grinding Jaws and Crushing Stomps.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Shadowstrike Starhost
 • Shadowstrike Temple-host
 • Thunderquake Starhost
 • Thunderquake Temple-host
 • The Celestial Stampede

CREW: This unit has a skink crew armed with Meteoric Javelins and 1 of the following weapon options: Skystreak Bow; or Sunfire Throwers.

Armoured Crest: A Stegadon will turn to face a foe head on if it can, so that its thickly scaled crest can protect it from harm.
At the start of the combat phase, you can pick 1 enemy unit within 3" of this unit that has up to 5 models. If you do so, until the end of that phase, add 1 to save rolls for attacks made by that unit that target this unit.

Skink Warparty: Riding atop their imposing mount, skink warparties claim positions of vital importance in furtherance of the Grand Plan.
This unit counts as 10 models for the purposes of contesting objectives.

Steadfast Majesty: Stegadons are near fearless beasts, and their stubborn refusal to back down when faced by even the most terrifying foes inspires great courage in nearby skinks.
Add 3 to the Bravery characteristic of friendly SKINK units that do not have the STEGADON keyword while they are wholly within 12" of any friendly units with this ability.

Sunfire Throwers: These celestial weapons unleash great roiling clouds of cosmic flame.
Do not use the attack sequence for an attack made with Sunfire Throwers. Instead, roll a number of dice equal to the number of models in the target unit that are within range of the attack. For each 5+, the target unit suffers 1 mortal wound.

Unstoppable Stampede: Stegadons are nigh unstoppable as they crash through the midst of battle.
After this unit finishes a charge move, roll a dice for each enemy unit within 1" of this unit. On a 2+, that enemy unit suffers D3 mortal wounds.

KEYWORDS
ORDER, SERAPHON, SKINK, MONSTER, STEGADON


35
4+
8
WARSCROLL

Dread Saurian*

Considered by the Seraphon to be living icons of the Old Ones, Dread Saurians are savage leviathans unleashed only as weapons of last resort. Their capacity for primal violence, not to mention their heart-stopping roar, has sent entire enemy armies into retreat.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Gargantuan Jaws
Gargantuan Jaws2"34+3+-2
Raking Claws
Raking Claws2"63+-12
Armoured Tail
Armoured Tail2"14+3+-1D6
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
DAMAGE TABLE
Wounds SufferedMoveGargantuan JawsRaking Claws
0-1810"62+
19-249"53+
25-308"43+
31+7"34+
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 545
Battlefield Role: Behemoth
Base size: 280 x 210mm
Notes: Single

DESCRIPTION

A Dread Saurian is armed with Gargantuan Jaws, Raking Claws and an Armoured Tail.

ABILITIES

Arcane Glyphs: Dread Saurians go to war clad in techno-arcane glyph-plates through which a slann can channel power to ward off enemy sorceries.
Each time this model is affected by a spell or the ability of an endless spell, you can roll a dice. If you do so, on a 6+, ignore the effects of that spell or the ability of that endless spell on this model. Add 2 to the roll if this model is within 12" of a friendly SLANN.

Obliterating Charge: A Dread Saurian’s sheer scaled mass is a potent weapon in its own right.
After this model makes a charge move, roll a dice for each enemy unit within 1" of this model. On a 2+, that unit suffers D3 mortal wounds if it is a MONSTER or D6 mortal wounds if it is not a MONSTER.

Death Throes: Even a mortally wounded Dread Saurian cannot be discounted, for it will lash out violently before meeting its end.
If this model is slain, before removing it from play, roll a dice for each enemy unit within 3" of it that is not a MONSTER. On a 4+, that unit suffers D3 mortal wounds.

Terror: This horrific monstrosity strikes fear deep into the hearts of its enemies.
Subtract 1 from the Bravery characteristic of enemy units if they are within 3" of any friendly units with this ability.

KEYWORDS
ORDER, SERAPHON, MONSTER, DREAD SAURIAN


14
3+
10
WARSCROLL

Carmine Dragon*

The Carmine Dragon is a creature saturated with the arcane power of Shyish, its claws and fangs rippling with amethyst magic. With every roar, it unleashes deadly blasts of dark energy that strip its terrified victims of their souls.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Soul-sheering Blast
Soul-sheering Blast12"1
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Raking Claws
Raking Claws2"4+3+-22
Amethyst Fangs
Amethyst Fangs3"33+-2D6
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
DAMAGE TABLE
Wounds SufferedMoveRaking ClawsAmethyst Fangs
0-616"82+
7-914"73+
10-1111"64+
12+9"55+
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 475
Battlefield Role: Behemoth
Base size: 100mm
Notes: Single

DESCRIPTION

A Carmine Dragon is armed with Raking Claws, Amethyst Fangs and a Soul-sheering Blast.

FLY: This model can fly.

MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the ORDER keyword.

ABILITIES

Deathly Dark Scales: The Carmine Dragon’s hide is nigh-on impenetrable to all but the strongest of blows.
This model has a ward of 5+.

Soul-sheering Blast: Gouts of amethyst flame erupt from the Carmine Dragon’s open maw, sheering souls from their mortal forms and leaving bodies rendered to nothing more than a purple-glowing pile of ash.
Do not use the attack sequence for an attack made with Soul-sheering Blast. Instead, roll a dice. On a 5+, the target unit suffers D6 mortal wounds.

Spell Devourer: With the amethyst energies of the Realm of Endings coalescing through its body, the Carmine Dragon can force a magical effect to die off with a single pulse of thought.
Each time this model is affected by a spell or the ability of an endless spell, you can roll a dice. On a 4+, ignore the effects of that spell or the ability of that endless spell on this model.

KEYWORDS
ORDER, DRAGON, MONSTER, CARMINE DRAGON


14
3+
6
WARSCROLL

Dread Maw*

Dread Maws are massive reptilian worms that spend most of their lives below ground, only surfacing to hunt. They use their hard rock-like coils to bind and crush their prey, and are able to tunnel through rock and soil as a fish swims through water.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Slime Spray
Slime Spray12"14+3+-2D6
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Cavernous Maw
Cavernous Maw3"33+2+D6
Writhing Coils
Writhing Coils2"4+4+-11
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
DAMAGE TABLE
Wounds SufferedMoveCavernous MawWrithing Coils
0-614"-33D6
7-812"-22D6
9-1010"-2D6
11+8"-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 495
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single

DESCRIPTION

A Dread Maw is armed with a Cavernous Maw, Writhing Coils and Slime Spray.

MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the DESTRUCTION or ORDER keyword.

ABILITIES

Devourer From Below: The Dread Maw’s ability to burrow through the ground means that it can emerge from any part of a battlefield without hindrance, taking its prey by surprise.
During deployment, instead of setting up this model on the battlefield, you can place it to one side and say that it is tunnelling through the earth in reserve. If you do so, at the end of your second movement phase, you must set up this model anywhere on the battlefield more than 9" from all enemy units.

Impenetrable Hide: Long exposure to the taint left behind from the Age of Chaos has made the armoured scales of Dread Maws all but impervious to harm.
This model has a ward of 5+.

Tunnel Worm: The Dread Maw grinds through rock and soil without resistance.
When this model makes a move, it can pass across terrain features and other models in the same manner as a model that can fly.

Yawning Maw: Their circular mouths studded with rows of sickle-shaped teeth, Dread Maws can swallow a fully armoured man whole.
Add 1 wound rolls for attacks made a Cavernous Maw if the target unit has a Wounds characteristic of 2 or less.

KEYWORDS
MONSTER, DREAD MAW


14
10
WARSCROLL

Incarnate Elemental of Beasts*

Elementals of Beasts are gruesome fusions of meat and bone, bound together and given will by the raw magic of Ghur. Savage beyond imagining, they slash and gore their way through whole armies, reducing their enemies to mutilated heaps of flesh.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Amber Breath
Amber Breath12"D65+3+-2D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Savage Talons
Savage Talons2"3+4+-21
Impaling Horns
Impaling Horns2"44+3+-1D3
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
DAMAGE TABLE
Wounds SufferedMoveSaveSavage Talons
0-510"3+12
6-88"4+10
9-117"4+8
12+6"5+6
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 325
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single

DESCRIPTION

An Incarnate Elemental of Beasts is armed with Savage Talons, Impaling Horns and Amber Breath.

MONSTROUS ALLY: This unit can be included as an allied unit in any army whose general has the DESTRUCTION or ORDER keyword.

ABILITIES

Savage Frenzy: These creatures are at their most dangerous in their final moments, lashing out at their enemies in vengeful hatred.
If this model is slain, before removing it from play, it can fight. This model is then removed from play.

Howl of the Great Beast: The howl of an Incarnate Elemental of Beasts can freeze the blood of all who hear it.
Subtract 1 from the Bravery characteristic of enemy units while they are within 8" of this model.

Incarnate of Ghur: Incarnate Elementals are able to draw upon the energies from their realm to increase their strength.
Add 1 to wound rolls for attacks made by this model if it is within 1" of any terrain features with the Arcane or Mystical scenery rule from the Mysterious Terrain table (core rules, 28.1.3).

The Lure of Spilt Blood: The potent aroma of freshly spilt blood sends these creatures into a frenzy.
You can re-roll charge rolls for this model if it is within 12" of any enemy models that have any wounds allocated to them.

KEYWORDS
GHUR, MONSTER, INCARNATE ELEMENTAL OF BEASTS


14
10
WARSCROLL

Incarnate Elemental of Fire*

An Incarnate Elemental of Fire is a magical creature formed from the wantonly destructive forces of Aqshy, the Realm of Fire. It appears as a great burning figure of cindered flesh engulfed in robes of furnace-hot flames.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Fiery Bolts
Fiery Bolts18"4+4+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Tendrils of Fire
Tendrils of Fire2"63+4+-1
Burning Lance
Burning Lance3"33+2+-22
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
DAMAGE TABLE
Wounds SufferedMoveSaveFiery Bolts
0-38"3+10
4-67"4+8
7-96"4+6
10-125"5+4
13+4"6+2
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 325
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single

DESCRIPTION

An Incarnate Elemental of Fire is armed with Tendrils of Fire, a Burning Lance and Fiery Bolts.

MONSTROUS ALLY: This unit can be included as an allied unit in any army whose general has the DESTRUCTION or ORDER keyword.

ABILITIES

Ashes to Ashes: The burning power of an Incarnate Elemental of Fire is no natural flame, but an insidious and almost wilfully destructive arcane force that eats into anything it touches, destroying them from within.
If the unmodified hit roll for an attack made by this model is 6, double the weapon’s Damage characteristic for that attack.

Gift of Elemental Fire: The very presence of an Incarnate Elemental of Fire brings destruction, as the heat that radiates off its form is enough to scorch metal and kindle flesh into bright flame.
At the end of the combat phase, roll a dice for each enemy unit within 3" of this model. On a 2+, that unit suffers D3 mortal wounds.

Incarnate of Aqshy: Incarnate Elementals are able to draw upon the energies from their realm to heal their bodies and increase their strength.
Add 1 to wound rolls for attacks made by this model if it is within 1" of any terrain features with the Arcane or Mystical scenery rule from the Mysterious Terrain table (core rules, 28.1.3).

KEYWORDS
AQSHY, MONSTER, INCARNATE ELEMENTAL OF FIRE


20
4+
6
WARSCROLL

Magma Dragon*

These primordial beasts are among the most malevolent of dragon kind. Their gullet burns with the intensity of a raging volcano, and when roused to wrath they incinerate their foes with jets of flame, or else tear them to shreds with their enormous claws and fangs.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Brimstone Dragonfire
Brimstone Dragonfire18"1
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Furnace-hot Jaws
Furnace-hot Jaws3"43+2+D6
Crushing Claws
Crushing Claws2"4+3+-12
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
DAMAGE TABLE
Wounds SufferedMoveFurnace-hot JawsCrushing Claws
0-1016"-38
11-1314"-37
14-1612"-26
17+10"-25
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 585
Battlefield Role: Behemoth
Base size: 160mm
Notes: Single

DESCRIPTION

A Magma Dragon is armed with Furnace-hot Jaws, Crushing Claws and Brimstone Dragonfire.

MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the DESTRUCTION or ORDER keyword.

FLY: This model can fly.

ABILITIES

Brimstone Dragonfire: Unleashing the heat within, the Magma Dragon spews gouts of whitehot fire upon its prey.
Do not use the attack sequence for an attack made with this model’s Brimstone Dragonfire. Instead, roll a dice. On a 2+, the target unit suffers D6 mortal wounds. If the target unit has 10 or more models, it suffers 2D6 mortal wounds instead of D6.

Burning Blood: The lifeblood that flows through Magma Dragons is molten rock. To spill it is akin to standing beside a volcanic eruption.
Roll a dice each time a wound or mortal wound that was caused by a melee weapon is allocated to this model. On a 4+, the attacking unit suffers 1 mortal wound. On a 6, the attacking unit suffers D3 mortal wounds instead.

KEYWORDS
DRAGON, MONSTER, MAGMA DRAGON


12
4+
5
WARSCROLL

Merwyrm*

Merwyrms are nightmarish creatures able to traverse both land and sea. Harbouring a malice cultivated in their endless struggle for survival upon the ocean floor, they loose this hatred upon any foolish enough to go into battle against them.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Chill Breath
Chill Breath8"64+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Hideous Jaws
Hideous Jaws1"33+3+D3
Powerful Tail
Powerful Tail2"14+3+-1
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
DAMAGE TABLE
Wounds SufferedMoveHideous JawsPowerful Tail
0-58"-36
6-77"-2D6
8-96"-2D3
10+5"-12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 280
Battlefield Role: Behemoth
Notes: Single

DESCRIPTION

A Merwyrm is armed with Chill Breath, Hideous Jaws and a Powerful Tail.

MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the DESTRUCTION or ORDER keyword.

ABILITIES

Abyssal Predator: The Merwyrm’s usual prey are the leviathans of the deep, and they have a talent for latching onto their quarry and tearing away great chunks of flesh.
If the unmodified wound roll for an attack made with this model’s Hideous Jaws is 6, the Damage characteristic of that weapon for that attack is D6 instead of D3.

Stench of the Deep: The air around this beast is filled with an unholy stench of rotting flesh and brackish filth. This putrid smell upturns stomachs and stings eyes, weakening and blinding its enemies before they can attack.
Subtract 1 from hit rolls for attacks made with melee weapons that target this model.

Unnatural Metabolism: The Merwyrm’s cavernous jaws are so huge that stories abound of its ability to swallow a person whole, its wounds sealing each time it devours an unfortunate victim.
At the end of the combat phase, if any enemy models were slain by wounds inflicted by this model’s attacks in that combat phase, you can heal up to D3 wounds allocated to this model.

KEYWORDS
MONSTER, MERWYRM

Artillery


5"
8
4+
5
WARSCROLL

Spawn of Chotec

Believed to be the children of the eponymous sun god, Spawn of Chotec are predatory creatures capable of belching forth deadly liquid flame. Enemies who survive this fiery burst soon find themselves horrifically digested alive by the caustic juices.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Fiery Maw: Glob of Flame Acid
Fiery Maw: Glob of Flame Acid24"14+2+-2D6
Fiery Maw: Stream of Fire
Fiery Maw: Stream of Fire12"See below2+3+-21
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Fiery Maw
Fiery Maw1"33+3+-23
Celestite Goads
Celestite Goads1"34+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 110
Battlefield Role: Artillery
MODELBASE SIZE
Spawn of Chotec90 x 52mm
3 x Sun Acolytes25mm
Notes: Single

A Spawn of Chotec is armed with a Fiery Maw.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Shadowstrike Starhost
 • Shadowstrike Temple-host
 • Thunderquake Starhost
 • Thunderquake Temple-host

CREW: This unit has a crew of 3 Sun Acolytes armed with Celestite Goads. The crew must remain within 1" of the Spawn of Chotec. For rules purposes, the Spawn of Chotec and its crew are treated as a single model.

Fiery Maw: Using the ancient technology embedded in the beast’s skull, the Sun Acolytes can will their blessed charge to launch a single glob of fiery acid across the battlefield or to bathe nearby enemies in a stream of white-hot flame.
Each time this unit shoots, choose either the Glob of Flame Acid or Stream of Fire weapon characteristics for all the attacks it makes with its Fiery Maw.

Stream of Fire: Enemies that stray too close to a Spawn of Chotec are likely to be engulfed in an inferno of flames.
The Attacks characteristic of a Stream of Fire is equal to the number of models in the target unit (to a maximum Attacks characteristic of 10).

Glob of Flame Acid: This acidic saliva clings to its victims and continues to melt armour and flesh long after it has landed.
If any wounds caused by attacks made with a Glob of Flame Acid are allocated to an enemy unit, subtract 1 from save rolls for attacks that target that unit until the end of the turn. The same unit cannot be affected by this ability more than once per turn.

KEYWORDS
ORDER, SERAPHON, SKINK, SALAMANDER, SPAWN OF CHOTEC

Faction Terrain Feature


FACTION TERRAIN WARSCROLL

Coalesced Realmshaper Engine

The Realmshaper Engines used by the Coalesced have often been in place for long years, reordering the realms in accordance with the Great Plan. They are nexuses of primordial power and totems of the Old Ones’ might that their savage servants will readily defend.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 0
Battlefield Role: Faction Terrain Feature
Base size: Use model

FACTION TERRAIN: Only Coalesced armies can include this faction terrain feature.

SET-UP: After territories are determined, you can set up this faction terrain feature wholly within your territory and more than 3" from all objectives and other terrain features. If these restrictions prevent you from setting up this faction terrain feature, you can remove 1 terrain feature that is wholly or partially within your territory and attempt to set up this faction terrain feature again. If it is still impossible to set up this faction terrain feature, it is not used. If both players can set up faction terrain features at the same time, they must roll off and the winner chooses who sets up their faction terrain features first.

IMPASSABLE: You cannot move a model over this terrain feature unless it can fly, and you cannot move a model onto this terrain feature or set up a model on this terrain feature (even if it can fly).

Fierce Guardians: The Realmshaper Engines of the Coalesced stand at the outskirts of their domain, and their defenders will stop at nothing to see any intruders driven back so that the templecity beyond remains undiscovered.
Add 1 to bite rolls made for COALESCED SAURUS and COALESCED KROXIGOR units using the Mighty Saurus Jaws, Saurus Jaws or Vice-like Jaws ability if they are wholly within 12" of this terrain feature. In addition, use the top row on the damage tables of friendly COALESCED MONSTERS if they are wholly within 12" of this terrain feature, regardless of how many wounds the unit has suffered.


FACTION TERRAIN WARSCROLL

Starborne Realmshaper Engine

Realmshaper Engines of the Starborne are teleported to the field using the vast portal-generating devices of the temple-ships. Once landed, they begin to expel waves of primal power, compelling the surrounding land to violently terraform.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 0
Battlefield Role: Faction Terrain Feature
Base size: Use model

FACTION TERRAIN: Only Starborne armies can include this faction terrain feature.

SET-UP: After territories are determined, you can set up this faction terrain feature wholly within your territory and more than 3" from all objectives and other terrain features. If these restrictions prevent you from setting up this faction terrain feature, you can remove 1 terrain feature that is wholly or partially within your territory and attempt to set up this faction terrain feature again. If it is still impossible to set up this faction terrain feature, it is not used. If both players can set up faction terrain features at the same time, they must roll off and the winner chooses who sets up their faction terrain features first.

IMPASSABLE: You cannot move a model over this terrain feature unless it can fly, and you cannot move a model onto this terrain feature or set up a model on this terrain feature (even if it can fly).

Power Unleashed: The waves of power that spread from an activated Realmshaper Engine bring the surrounding landscape to violent life.
In your hero phase, if there are any friendly SERAPHON WIZARDS within 3" of this terrain feature, you can pick 1 other terrain feature on the battlefield and roll a dice for each enemy unit within 3" of that terrain feature. Add 2 to the roll if that terrain feature is within 18" of this terrain feature, and subtract 2 from the roll if that terrain feature is more than 36" from this terrain feature. On a 4+, that enemy unit suffers D3 mortal wounds.

Warscroll Battalion


Warscroll Battalion

Starborne Eternity Guardians

ORGANISATION
 • 1 STARBORNE SLANN
 • 1 STARBORNE Saurus Astrolith Bearer
 • 1-5 STARBORNE SKINK WIZARDS
 • 1-3 STARBORNE Saurus Guard units
ABILITIES

Star-charged Weapons: An Eternal Starhost’s weapons are supercharged with the power of the heavens.
Once per battle, at the start of your hero phase, if you have any battalions with this ability in your army, you can say that you will draw on the power of Azyr. If you do so, until the end of that turn, while units in those battalions are wholly within 12" of any friendly cosmic nodes, improve the Rend characteristic of their weapons by 1.


Warscroll Battalion

Sunclaw Starhost

ORGANISATION
 • 1 STARBORNE OLDBLOOD
 • 3 STARBORNE Saurus Warriors units
ABILITIES

Star-charged Weapons: An Eternal Starhost’s weapons are supercharged with the power of the heavens.
Once per battle, at the start of your hero phase, if you have any battalions with this ability in your army, you can say that you will draw on the power of Azyr. If you do so, until the end of that turn, while units in those battalions are wholly within 12" of any friendly cosmic nodes, improve the Rend characteristic of their weapons by 1.


Warscroll Battalion

Firelance Starhost

ORGANISATION
 • 1 STARBORNE SCAR-VETERAN
 • 3 STARBORNE Aggradon Lancers units
ABILITIES

Star-charged Weapons: An Eternal Starhost’s weapons are supercharged with the power of the heavens.
Once per battle, at the start of your hero phase, if you have any battalions with this ability in your army, you can say that you will draw on the power of Azyr. If you do so, until the end of that turn, while units in those battalions are wholly within 12" of any friendly cosmic nodes, improve the Rend characteristic of their weapons by 1.


Warscroll Battalion

Shadowstrike Starhost

ORGANISATION
 • 1 STARBORNE Skink Starpriest
 • 0-1 STARBORNE Ripperdactyl Chiefs or Terradon Chiefs
 • 3 STARBORNE SKINK units that do not have the HERO or STEGADON keyword, in-any combination.
 • 0-1 STARBORNE Terrawings units
ABILITIES

Star-charged Weapons: An Eternal Starhost’s weapons are supercharged with the power of the heavens.
Once per battle, at the start of your hero phase, if you have any battalions with this ability in your army, you can say that you will draw on the power of Azyr. If you do so, until the end of that turn, while units in those battalions are wholly within 12" of any friendly cosmic nodes, improve the Rend characteristic of their weapons by 1.


Warscroll Battalion

Thunderquake Starhost

ORGANISATION
 • 1 STARBORNE Stegadon Chief
 • 2 STARBORNE Bastiladons or Stegadons in any combination
 • 0-2 STARBORNE KROXIGOR units
 • 0-1 STARBORNE Spawn of Chotec
 • 0-1 STARBORNE Engines of the Gods
ABILITIES

Star-charged Weapons: An Eternal Starhost’s weapons are supercharged with the power of the heavens.
Once per battle, at the start of your hero phase, if you have any battalions with this ability in your army, you can say that you will draw on the power of Azyr. If you do so, until the end of that turn, while units in those battalions are wholly within 12" of any friendly cosmic nodes, improve the Rend characteristic of their weapons by 1.


Warscroll Battalion

Coalesced Eternity Guardians

ORGANISATION
 • 1 COALESCED SLANN
 • 0-2 COALESCED Saurus Astrolith Bearers
 • 1-5 COALESCED SKINK WIZARDS
 • 1-3 COALESCED Saurus Guard units
ABILITIES

Predatory Ferocity: With the light of Azyr dimmed within them, the Coalesced embrace their savage instincts, using them to hunt down and destroy the enemies of the Old Ones.
Add 1 to run rolls and charge rolls for units in this battalion.


Warscroll Battalion

Sunclaw Temple-host

ORGANISATION
 • 1 COALESCED OLDBLOOD
 • 3 COALESCED Saurus Warriors units
ABILITIES

Predatory Ferocity: With the light of Azyr dimmed within them, the Coalesced embrace their savage instincts, using them to hunt down and destroy the enemies of the Old Ones.
Add 1 to run rolls and charge rolls for units in this battalion.


Warscroll Battalion

Firelance Temple-host

ORGANISATION
 • 1 COALESCED SCAR-VETERAN
 • 3 COALESCED Aggradon Lancers units
ABILITIES

Predatory Ferocity: With the light of Azyr dimmed within them, the Coalesced embrace their savage instincts, using them to hunt down and destroy the enemies of the Old Ones.
Add 1 to run rolls and charge rolls for units in this battalion.


Warscroll Battalion

Shadowstrike Temple-host

ORGANISATION
 • 1 COALESCED Skink Starpriest
 • 0-1 COALESCED Ripperdactyl Chiefs or Terradon Chiefs
 • 3 COALESCED SKINK units that do not have the HERO or STEGADON keyword, in any combination.
ABILITIES

Predatory Ferocity: With the light of Azyr dimmed within them, the Coalesced embrace their savage instincts, using them to hunt down and destroy the enemies of the Old Ones.
Add 1 to run rolls and charge rolls for units in this battalion.


Warscroll Battalion

Thunderquake Temple-host

ORGANISATION
 • 1 COALESCED Stegadon Chief
 • 2 COALESCED Bastiladons or Stegadons in any combination
 • 0-2 COALESCED KROXIGOR units
 • 0-1 COALESCED Spawn of Chotec
 • 0-1 COALESCED Engines of the Gods
ABILITIES

Predatory Ferocity: With the light of Azyr dimmed within them, the Coalesced embrace their savage instincts, using them to hunt down and destroy the enemies of the Old Ones.
Add 1 to run rolls and charge rolls for units in this battalion.

Regiment of Renown


Regiment of Renown

The Blacktalons

From scions of the Dark Gods to marauding orruk warlords, threats to Sigmar’s people lurk in every corner of the realms. It is Neave Blacktalon, the God-King’s foremost assassin, who must put down these fell champions. Neave travels upon winds of magic during battle to unleash storms of never-ending axe blows. With her come the Blacktalons, tightly knit companions and warriors of deadly renown all.
ORGANISATION
 • 1 Neave Blacktalon
 • 1 Neave’s Companions unit
 • 1 Lorai, Child of the Abyss
If your army has an ORDER general but is not a Stormcast Eternals army, you can include these warscrolls in your army as a special type of ally called The Blacktalons regiment of renown. If you do so, no other allied units can be included in your army. You can include this regiment of renown in your army as an ally even if its points value exceeds the amount allowed for allied units. The units in The Blacktalons regiment of renown are considered to belong to their own core battalion that has the Unified battalion ability (core rules, 26.2.1).
ABILITIES

Justice Will Be Served: When a potential target is near, the Blacktalons are resolute in their determination to deliver Azyrite justice.
Friendly THE BLACKTALONS units have a ward of 6+.

Warscroll Battalion


Warscroll Battalion

The Celestial Stampede

Few skinks possess as much knowledge of the Old Ones’ strange technologies as Iq-To, master of the Celestial Stampede. At the command of the slann, the venerable Starwarden leads forth thundering hosts of weapon-bearing warbeasts to purge the Seraphon’s foes.
ORGANISATION
 • 1 Stegadon with Skink Chief (Starwarden Iq-To)
 • 1 Engine of the Gods or Stegadon
 • 1 Bastiladon
The Stegadon with Skink Chief from this battalion is a Unique named character. All units in this battalion must have the THUNDER LIZARD keyword.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 140
Battlefield Role: Warscroll Battalion

ABILITIES

Ancient Talepotec: Iq-To is carried into battle by Talepotec, a belligerent old Stegadon greatly revered by the Seraphon of the Thunder Lizard.
Starwarden Iq-To has the Prime Warbeast command trait from Battletome: Seraphon even if he is not your general.

Lance of Cosmic Power: When Iq-To gives the command, the most potent weapons in the Celestial Stampede fire as one, their beams coalescing into a devastating lance of cosmic power.
Once per battle, at the start of your shooting phase, you can say that this battalion is going to shoot a Lance of Cosmic Power. If you do so, you cannot make cosmic engine rolls for units from this battalion in that phase, and you cannot use the Trove of Old One Technology command ability in that phase. Instead, pick 1 enemy unit within 24" of Starwarden Iq-To and roll 1 dice for each ENGINE OF THE GODS from this battalion that is within 24" of that enemy unit, and roll 2 dice for each BASTILADON armed with a Solar Engine from this battalion that is within 24" of that enemy unit. For each 2+, that enemy unit suffers D3 mortal wounds.

Regiment of Renown


Regiment of Renown

Elthwin’s Thorns

The soulpod grove in which Elthwin’s lamentiri was incubated was ransacked by ghouls and touched with maddening energies. Over time, the spirit-song that naturally envelops her fellow Sylvaneth has become torturously faint to Elthwin, and it is only the Arch-Revenant’s strength of will that has staved off insanity.
ORGANISATION
 • 1 Arch-Revenant (Leader)
 • 5 Gossamid Archers
If your army has an ORDER general but is not a Sylvaneth army, you can include this regiment of renown. If you do so, no other allied units can be included in your army. You can include this regiment of renown in your army even though its number of units and points value exceeds the amount allowed for allied units.
ABILITIES

Gossamid Champion: Elthwin has fought alongside her Gossamid Archers innumerable times. Under her command, their arrows unerringly strike the weak points of their targets.
Add 1 to wound rolls for attacks made by the GOSSAMID ARCHERS unit in this regiment of renown while it is wholly within 12" of the ARCH-REVENANT in this regiment of renown.

Flight of the Zephyrspites: In their effort to return to Alarielle’s court, Elthwin’s Thorns are carried by swift and loyal Zephyrspites.
If the GOSSAMID ARCHERS unit in this regiment of renown is within 3" of the ARCH-REVENANT in this regiment of renown when you roll a 2+ to retreat using its Zephyrspites ability, instead of retreating, you can remove both units from the battlefield, then immediately set them up again so that the GOSSAMID ARCHERS unit is wholly within 3" of a terrain feature, the ARCH-REVENANT is wholly within 3" of the GOSSAMID ARCHERS unit, and both units are more than 9" from all enemy units.


Regiment of Renown

Norgrimm’s Rune Throng

Once, Clan Arzabul were nobles amongst the Khazalid Empire. Yet the fall of that kingdom quashed their fortunes. Rather than succumb to despair, the Runelord Norgrimm leads the survivors to search the ruined karaks for valuable rune-lore. Amongst this recovered knowledge is the Rune of Restored Hearth.
ORGANISATION
 • 1 Runelord (Leader)
 • 10 Irondrakes
 • 10 Longbeards
If your army has an ORDER general but is not a Cities of Sigmar army, you can include this regiment of renown. If you do so, no other allied units can be included in your army. You can include this regiment of renown in your army even though its number of units and points value exceeds the amount allowed for allied units.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 340
Battlefield Role: Warscroll Battalion
Notes: Unique, Single. These units must be taken as a set referred to as Norgrimm’s Rune Throng. Although taken as a set, each is a separate unit.

ABILITIES

Rune of Restored Hearth: Each time he strikes this rune, Norgrimm and his kin are one step closer to the restoration of their ancient glory, and they’ll be damned if anyone tries to set them back.
Once per battle, in your hero phase, you can pick 1 objective within 6" of the RUNELORD in this regiment of renown and say Norgrimm will strike the Rune of Restored Hearth. If you do so, for the rest of the battle, models in this regiment of renown count as 2 models for the purposes of contesting that objective, and their unit has a ward of 5+ while they are contesting that objective.


Regiment of Renown

Fjori’s Flamebearers

ORGANISATION
 • 1 Grimhold Exile
 • 1 Auric Hearthguard unit with 5 models
 • 1 Hearthguard Berzerkers unit with 5 models
 • 1 Vulkite Berzerkers with Fyresteel Handaxes unit with 10 models
If your army has an ORDER general but is not a Fyreslayers army, you can include this regiment of renown. If you do so, no other allied units can be included in your army. You can include this regiment of renown in your army even if its points value exceeds the amount allowed for allied units.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 540
Battlefield Role: Warscroll Battalion
Notes: Unique, Single. These units must be taken as a set referred to as Fjori’s Flamebearers. Although taken as a set, each is a separate unit.

ABILITIES

Toe to Toe: The duardin who follow Fjori into battle do not back down from any foe, no matter the size.
Enemy MONSTERS within 3" of any units in this regiment of renown cannot contest objectives.

Defiance of Grimnir: For these vengeful Fyreslayers, the bigger the enemy, the better.
Units in this regiment of renown cannot be picked when your opponent carries out a monstrous rampage.
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).
22.3.1 Mounts, Companions and Crew
Sometimes the description on a warscroll will say whether the models in the unit have mounts, companions or a crew. When a model attacks, its mount, companions and crew attack too, and when the model is removed from play, its mount, companions and crew are removed too. For rules purposes, companions and crew are treated in the same manner as mounts.
Inspiring Presence
The stoic leaders of these mighty warriors never falter, inspiring their comrades to fight no matter the odds.
You can use this command ability at the start of the battleshock phase. The unit that receives the command does not have to take battleshock tests in that phase.
6.1 Using Command Abilities
To use a command ability, you must spend 1 command point, pick 1 friendly model to issue the command, and pick 1 friendly unit to receive the command. Unless noted otherwise, the models that can issue commands and the units they can issue them to are as follows:
  • Unit champions can issue commands to their own unit (see 22.3.2).
  • HEROES can issue commands to units that are wholly within 12" of them.
  • Generals can issue commands to units that are wholly within 18" of them.
  • TOTEMS can issue commands to units that are wholly within 18" of them.
Each command ability will say when it can be used and what effect it has on the unit that receives it. A model cannot issue more than 1 command in the same phase and a unit cannot receive more than 1 command in the same phase. In addition, you cannot use the same command ability more than once in the same phase (even for different units).

The SAURUS keyword is used in the following Seraphon warscrolls:

Leader, Behemoth
Leader
Battleline
None

The CARNOSAUR keyword is used in the following Seraphon warscrolls:

Leader, Behemoth

The OLDBLOOD keyword is used in the following Seraphon warscrolls:

Leader, Behemoth
Leader
None
14.5 Mortal Wounds
Some attacks, spells and abilities cause mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were caused.

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

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

Leader, Behemoth
Leader
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.
14.4 Healing Wounds
Some abilities allow you to heal wounds that have been allocated to a model. For each wound that is healed, reduce the number of wounds allocated to the model by 1, to a minimum of 0. You cannot heal wounds on a model that is slain.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.
8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run. Units cannot run if they are within 3" of an enemy unit.
8.2 Retreat
When you pick a unit to retreat, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. The unit must end the move more than 3" from all enemy units. You cannot shoot or attempt a charge later in the turn with a unit that has retreated. Units cannot retreat if they are not within 3" of an enemy unit.
11.1 Charge Moves
When you attempt a charge with a unit, make a charge roll for the unit by rolling 2D6. You can then make a charge move with each model in that unit by moving the model a distance in inches that is equal to or less than the charge roll. The first model you move in a unit attempting a charge must finish the move within 1/2" of an enemy unit. If this is impossible, no models in the unit can make a charge move.

You do not have to pick a target for a charge attempt before making the charge roll.
9.4 Flying
If the warscroll used by a model says that it can fly, you can ignore other models and terrain features when you trace the path of its move across the battlefield (it flies over them). In addition, when a model that can fly starts or finishes a move on a terrain feature, instead of tracing its move across the battlefield, you can trace it ‘through the air’, as shown in the diagram below.

A flying model cannot finish a move on top of another model or finish a normal move, run or retreat within 3" of an enemy unit.

The WIZARD keyword is used in the following Seraphon warscrolls:

Leader, Behemoth
Leader

The STEGADON keyword is used in the following Seraphon warscrolls:

Leader, Behemoth
Behemoth

The STEGADON keyword is used in the following Seraphon warscrolls:

Leader, Behemoth
Behemoth
1.4.2 Your General
After you have picked your army, you must pick 1 model in your army to be your general. Generals are used to generate command points (see 6.0).

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

Leader, Behemoth
Leader
19.3.2 Dispelling Endless Spells
At the start of the hero phase, each player can attempt to dispel 1 endless spell with each friendly WIZARD and friendly PRIEST. The player whose turn is taking place makes all of their dispelling attempts first. If a WIZARD attempts to dispel an endless spell, they can attempt to cast or unbind 1 fewer spell in that hero phase. If a PRIEST attempts to dispel an endless spell, they can chant 1 fewer prayer in that hero phase. The same player cannot attempt to dispel the same endless spell more than once per phase.

To attempt to dispel an endless spell, pick 1 endless spell that is within 30" of a friendly WIZARD or friendly PRIEST and that is visible to them. Then make a dispelling roll by rolling 2D6. If the roll is greater than the casting value of that endless spell, it is dispelled and removed from play. An endless spell cannot be summoned again in the turn that it is removed from play.

The SLANN keyword is used in the following Seraphon warscrolls:

Leader

The STARMASTER keyword is used in the following Seraphon warscrolls:

Leader
Unleash Hell
These warriors have prepared their missile weapons so they can unleash a devastating volley at the last possible moment.
You can use this command ability after an enemy unit finishes a charge move. The unit that receives the command must be within 6" of that enemy unit and more than 3" from all other enemy units. Models in the unit that receives the command that are within 6" of the target unit can shoot in that phase, but when they do so, you must subtract 1 from hit rolls for their attacks and they can only target the unit that made the charge move.

The RIPPERDACTYL keyword is used in the following Seraphon warscrolls:

Leader
None

The RIPPERDACTYL keyword is used in the following Seraphon warscrolls:

Leader
None

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

Leader, Behemoth
Leader
14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound, or to allocate a wound or mortal wound to a unit other than the original target. Abilities of this type are referred to as wards, and the dice roll is referred to as a ward roll. Unless stated otherwise, the ward roll is made before the wound is allocated to the model in question. Up to 1 ward roll can be made for each wound or mortal wound, unless specified otherwise. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model. If a wound or mortal wound cannot be negated, you cannot make a ward roll for that wound or mortal wound.

The TOTEM keyword is used in the following Seraphon warscrolls:

Leader
Behemoth
All-out Attack
With a singular purpose, these warriors attack with all of their might.
You can use this command ability when you pick a friendly unit to shoot in your shooting phase or fight in the combat phase. That unit must receive the command. Add 1 to hit rolls for attacks made by that unit until the end of that phase.

The AGGRADON keyword is used in the following Seraphon warscrolls:

Leader
None

The AGGRADON keyword is used in the following Seraphon warscrolls:

Leader
None
8.1 Normal Move
When you pick a unit to make a normal move, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. Units cannot move within 3" of enemy units when making a normal move. Units cannot make a normal move if they are within 3" of an enemy unit.

The TERRADON keyword is used in the following Seraphon warscrolls:

Leader
None

The TERRADON keyword is used in the following Seraphon warscrolls:

Leader
None
Redeploy
As the enemy draw close, battle-hardened warriors adjust their position to leave their foe at a disadvantage.
You can use this command ability in the enemy movement phase after an enemy unit finishes a normal move, run or retreat. The unit that receives the command must be within 9" of that enemy unit and more than 3" from all enemy units. You can make a D6" move with the unit that receives the command, but it must finish the move more than 3" from all enemy units and cannot shoot later in the turn.
3.1 Reserve Units and Summoned Units
Sometimes a rule will allow you to set up a unit in a location other than the battlefield as a reserve unit. A unit that is added to your army once the battle is underway is called a summoned unit.

When you set up a reserve unit, either during deployment or once the battle is underway, you must tell your opponent that the unit is in reserve and keep it to one side instead of placing it on the battlefield. At the start of the fourth battle round, units that are still in reserve are destroyed. Units cannot cast spells or use abilities while they are in reserve unless the spell or ability specifically says it can be used by reserve units.

Reserve units are picked as part of your army before the battle begins, while summoned units are units added to your army once the battle is underway. Models that have been removed from play can be used as part of a summoned unit.
17.1.1 Cover
A target unit is in cover if all of the models in the unit are wholly on a terrain feature or behind a terrain feature. Add 1 to save rolls for attacks that target a unit that is in cover. A unit that has a Wounds characteristic of 10 or more or that has made a charge move in the same turn does not receive the benefit of being in cover.

The HUNTERS OF HUANCHI keyword is used in the following Seraphon warscrolls:

None

The KROXIGOR keyword is used in the following Seraphon warscrolls:

None

The RAPTADON keyword is used in the following Seraphon warscrolls:

None

The DRAGON keyword is used in the following Seraphon warscrolls:

Behemoth
1.5.3 Rolling Off
Sometimes a rule may require the players to roll off. To roll off, each player rolls a dice, and whoever rolls highest wins. If a roll-off is tied, roll off again. You cannot re-roll or modify the dice when you roll off.

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

Leader, Behemoth
Leader
Battleline
None

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

None

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

Leader, Behemoth
Behemoth

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

Leader

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

Leader, Behemoth
Leader

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

Leader, Behemoth
Leader

The STARBORNE and SCAR-VETERAN keywords are used in the following Seraphon warscrolls:

Leader, Behemoth
Leader

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

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

None

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

Leader

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

Leader, Behemoth
Leader

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

Leader, Behemoth
Leader
None

The COALESCED and SCAR-VETERAN keywords are used in the following Seraphon warscrolls:

Leader, Behemoth
Leader
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