Leader, Behemoth
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.
Sunbolt Gauntlet |
| Sunbolt Gauntlet | 18" | D6 | 3+ | 3+ | -1 | 1 |
Relic Celestite Weapon |
| Relic Celestite Weapon | 2" | 5 | 3+ | 3+ | -1 | 2 |
Clawed Forelimbs |
| Clawed Forelimbs | 2" | 2 | | 3+ | -1 | 2 |
Massive Jaws |
| Massive Jaws | 2" | 3 | 4+ | 3+ | -2 | |
0-5 | 10" | 3+ | 5 |
6-8 | 9" | 4+ | 4 |
9-11 | 8" | 4+ | 3 |
12+ | 7" | 5+ | 2 |
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.
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.
ORDER, SERAPHON, SAURUS, HERO, MONSTER, CARNOSAUR, OLDBLOOD |
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.
Relic Celestite Weapon |
| Relic Celestite Weapon | 2" | 5 | 3+ | 3+ | -1 | 2 |
Clawed Forelimbs |
| Clawed Forelimbs | 2" | 2 | | 3+ | -1 | 2 |
Massive Jaws |
| Massive Jaws | 2" | 3 | 4+ | 3+ | -2 | |
0-5 | 10" | 3+ | 5 |
6-8 | 9" | 4+ | 4 |
9-11 | 8" | 4+ | 3 |
12+ | 7" | 5+ | 2 |
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.
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.
ORDER, SERAPHON, SAURUS, HERO, MONSTER, CARNOSAUR, SCAR-VETERAN |
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.
Noxious Spittle |
| Noxious Spittle | | 3 | 3+ | 3+ | - | 2 |
Divining Rod |
| Divining Rod | 2" | 2 | 3+ | 4+ | -1 | D3 |
Taloned Forelimbs |
| Taloned Forelimbs | 2" | 2 | 4+ | 3+ | -1 | 2 |
Venomous Jaws |
| Venomous Jaws | 2" | 3 | 4+ | | -1 | 3 |
0-5 | 10" | 18" | 3+ |
6-8 | 9" | 15" | 3+ |
9-11 | 8" | 12" | 4+ |
12+ | 7" | 9" | 5+ |
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.
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.
ORDER, SERAPHON, SKINK, HERO, MONSTER, WIZARD, TROGLODON, ORACLE |
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.
Meteoric Javelins |
| Meteoric Javelins | 8" | 4 | 4+ | 5+ | -1 | 1 |
Skystreak Bow |
| Skystreak Bow | 24" | 3 | 3+ | 3+ | -1 | 3 |
Sunfire Throwers |
| Sunfire Throwers | 8" | 1 | |
Meteoric Warspear |
| Meteoric Warspear | 2" | 3 | 3+ | 3+ | -1 | 1 |
Massive Horns |
| Massive Horns | 2" | 2 | 3+ | 3+ | -1 | |
Grinding Jaws |
| Grinding Jaws | 1" | 2 | 3+ | 3+ | -1 | 2 |
Crushing Stomps |
| Crushing Stomps | 1" | | 3+ | 3+ | -1 | 2 |
0-5 | 8" | 4 | 5 |
6-8 | 7" | 3 | 4 |
9-11 | 6" | 2 | 3 |
12+ | 5" | 1 | 2 |
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.
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.
ORDER, SERAPHON, SKINK, HERO, MONSTER, STEGADON, STEGADON CHIEF |
Leader
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.
Starbolt |
| Starbolt | 18" | 2 | 3+ | 3+ | -1 | D3 |
Star-stone Staff |
| Star-stone Staff | 2" | 1 | 3+ | 3+ | -1 | D3 |
Unit Size: 1
Points: 290
Battlefield Role: Leader
Base size: 25mmNotes: 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.
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.
ORDER, SERAPHON, SKINK, COALESCED, HERO, KIXI-TAKA |
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.
Azyrite Force Barrier |
| Azyrite Force Barrier | 3" | 1 | |
Unit Size: 1 Points: 450
Battlefield Role: Leader
Base size: 80mm
Notes: Single, Unique
Lord Kroak is armed with an Azyrite Force Barrier.
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.
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.
ORDER, SERAPHON, SLANN, HERO, WIZARD, STARMASTER, LORD KROAK |
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.
Skyblade |
| Skyblade | 1" | 3 | 3+ | 3+ | -1 | 2 |
Tearing Jaws |
| Tearing Jaws | 1" | 3 | 4+ | 3+ | -1 | 2 |
Unit Size: 1 Points: 90
Battlefield Role: Leader
Base size: 50mm
Notes: Single
A Ripperdactyl Chief is armed with a Skyblade.
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.
ORDER, SERAPHON, SKINK, HERO, RIPPERDACTYL, RIPPERDACTYL CHIEF |
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.
Celestite Warclub |
| Celestite Warclub | 2" | 4 | 3+ | 3+ | -1 | 2 |
Unit Size: 1 Points: 160
Battlefield Role: Leader
Base size: 40mm
Notes: Single
A Saurus Astrolith Bearer is armed with a Celestite Warclub.
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.
ORDER, SERAPHON, SAURUS, HERO, TOTEM, ASTROLITH BEARER |
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.
Relic Celestite Weapon |
| Relic Celestite Weapon | 2" | 5 | 3+ | 3+ | -1 | 2 |
Unit Size: 1 Points: 120
Battlefield Role: Leader
Base size: 32mm
Notes: Single
A Saurus Oldblood is armed with a Relic Celestite Weapon.
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.
ORDER, SERAPHON, SAURUS, HERO, OLDBLOOD |
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.
Relic Celestite Spear |
| Relic Celestite Spear | 2" | 4 | 3+ | 3+ | -2 | 2 |
Relic Celestite Club |
| Relic Celestite Club | 1" | 5 | 3+ | 3+ | -1 | 2 |
Rending Bites and Striking Talons |
| Rending Bites and Striking Talons | 1" | 3 | 3+ | 3+ | -2 | 2 |
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.
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).
ORDER, SERAPHON, SAURUS, HERO, AGGRADON, SCAR-VETERAN |
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.
Serpent Staff |
| Serpent Staff | 2" | 2 | 4+ | 3+ | -1 | D3 |
Unit Size: 1 Points: 130
Battlefield Role: Leader
Base size: 25mm
Notes: Single
A Skink Starpriest is armed with a Serpent Staff.
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.
ORDER, SERAPHON, SKINK, HERO, WIZARD, STARPRIEST |
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.
Astromancer’s Staff |
| Astromancer’s Staff | 2" | 2 | 4+ | 3+ | -1 | D3 |
Unit Size: 1 Points: 160
Battlefield Role: Leader
Base size: 50mm
Notes: Single
A Skink Starseer is armed with an Astromancer’s Staff.
WIZARD: This unit can attempt to
cast 2
spells in your
hero phase and attempt to
unbind 2 spells in the enemy hero phase.
Scry the Stars: By drawing upon the energies of the heavens, the Starseer peers along the tangled weave of fate, gleaning insight that can be used to prepare their servants.
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.
ORDER, SERAPHON, SKINK, HERO, WIZARD, STARSEER |
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.
Azure Lightning |
| Azure Lightning | 3" | 6 | 3+ | 3+ | -1 | 1 |
Unit Size: 1 Points: 310
Battlefield Role: Leader
Base size: 80mm
Notes: Single
A Slann Starmaster is armed with Azure Lightning.
WIZARD: This unit can attempt to
cast 3
spells in your
hero phase and attempt to
unbind 3 spells in the enemy hero phase.
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.
ORDER, SERAPHON, SLANN, HERO, WIZARD, STARMASTER |
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.
Skyblade |
| Skyblade | 1" | 3 | 3+ | 3+ | -1 | 2 |
Razor-sharp Jaws |
| Razor-sharp Jaws | 1" | 4 | 4+ | 4+ | - | 1 |
Unit Size: 1 Points: 90
Battlefield Role: Leader
Base size: 50mm
Notes: Single
A Terradon Chief is armed with a Skyblade.
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.
ORDER, SERAPHON, SKINK, HERO, TERRADON, TERRADON CHIEF |
Battleline
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.
Celestite Polearm |
| Celestite Polearm | 2" | 2 | 3+ | 3+ | -1 | 1 |
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.
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.
ORDER, SERAPHON, SAURUS, SAURUS GUARD |
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.
Celestite Spear |
| Celestite Spear | 2" | 2 | 4+ | 3+ | -1 | 1 |
Celestite Club |
| Celestite Club | 1" | 2 | 3+ | 3+ | -1 | 1 |
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.
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.
ORDER, SERAPHON, SAURUS, SAURUS WARRIORS |
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.
Meteoric Javelin |
| Meteoric Javelin | 8" | 1 | 4+ | 5+ | -1 | 1 |
Boltspitter |
| Boltspitter | 16" | 1 | 4+ | 5+ | - | 1 |
Celestite Dagger |
| Celestite Dagger | 1" | 1 | 5+ | 5+ | - | 1 |
Moonstone Club |
| Moonstone Club | 1" | 2 | 4+ | 4+ | - | 1 |
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.
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.
ORDER, SERAPHON, SKINK, SKINK COHORT |
None
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.
Celestite Spear |
| Celestite Spear | 2" | 3 | 4+ | 3+ | -2 | 1 |
Celestite Club |
| Celestite Club | 1" | 3 | 3+ | 3+ | -1 | 1 |
Rending Bites and Striking Talons |
| Rending Bites and Striking Talons | 1" | 3 | 3+ | 3+ | -2 | 2 |
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.
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.
ORDER, SERAPHON, SAURUS, AGGRADON, AGGRADON LANCERS |
Hunters of Huanchi armed with dartpipes stalk their prey with infinite patience. Able to blend perfectly into their environment, these peerless hunters silently creep up on their targets before unleashing a storm of blowdarts covered in the most potent venoms.
Dartpipe |
| Dartpipe | 16" | 2 | 3+ | 3+ | - | 1 |
Feeble Claws |
| Feeble Claws | 1" | 1 | 5+ | 5+ | - | 1 |
Unit Size: 5
Points: 120
Battlefield Role: None
|
Chameleon Skinks Alpha | 28.5mm |
4 x Chameleon Skinks | 25mm |
Each model in a Hunters of Huanchi with Dartpipes unit is armed with a Dartpipe and Feeble Claws.
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).
ORDER, SERAPHON, SKINK, HUNTERS OF HUANCHI, HUNTERS OF HUANCHI WITH DARTPIPES |
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.
Starstone Bolas |
| Starstone Bolas | 8" | 1 | 3+ | 3+ | - | 1 |
Hunter Javelin |
| Hunter Javelin | 8" | 1 | 3+ | 3+ | -1 | 2 |
Moonstone Club |
| Moonstone Club | 1" | 2 | 4+ | 4+ | - | 1 |
Hunter Javelin |
| Hunter Javelin | 2" | 2 | 3+ | 3+ | -1 | 2 |
Unit Size: 5
Points: 80
Battlefield Role: None
|
Chameleon Skink Alpha, Huanchi's Claw | 28.5mm |
3 x Chameleon Skinks | 25mm |
Each model in a Hunters of Huanchi with Starstone Bolas unit is armed with a Starstone Bolas and Moonstone Club.
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.
ORDER, SERAPHON, SKINK, HUNTERS OF HUANCHI, HUNTERS OF HUANCHI WITH STARSTONE BOLAS |
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.
Celestite Warmaul |
| Celestite Warmaul | 2" | 5 | 3+ | 3+ | -1 | 2 |
Unit Size: 1
Points: 290
Battlefield Role: None
Base size: 32mmNotes: 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.
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.
ORDER, SERAPHON, SAURUS, COALESCED, HERO, OLDBLOOD, KLAQ-TROK |
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.
Drakebite Maul |
| Drakebite Maul | 2" | 4 | 4+ | 3+ | -1 | 2 |
Moonstone Hammer |
| Moonstone Hammer | 2" | 4 | 3+ | 3+ | -1 | 3 |
Unit Size: 3
Points: 150
Battlefield Role: None
Base size: 50mmNotes: 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.
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.
ORDER, SERAPHON, KROXIGOR, KROXIGOR COHORT |
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.
Drakefang War-pick |
| Drakefang War-pick | 2" | 3 | 4+ | 3+ | -2 | 2 |
Starfang War-pick |
| Starfang War-pick | 2" | 3 | 3+ | 3+ | -2 | 3 |
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.
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.
ORDER, SERAPHON, KROXIGOR, KROXIGOR WARSPAWNED |
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.
Tepok Lance |
| Tepok Lance | 1" | 3 | 4+ | 3+ | -1 | 1 |
Serrated Fangs |
| Serrated Fangs | 1" | 3 | 3+ | 3+ | -1 | 1 |
Unit Size: 5
Points: 150
Battlefield Role: None
Base size: 60 x 35mmNotes: Battleline in a
Fangs of Sotek army
Each model in a Raptadon Chargers unit is armed with a Tepok Lance.
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.
ORDER, SERAPHON, SKINK, RAPTADON, RAPTADON CHARGERS |
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.
Starstone Atlatl |
| Starstone Atlatl | 12" | 2 | 4+ | 4+ | -2 | 1 |
Moonstone Club |
| Moonstone Club | 1" | 2 | 4+ | 4+ | - | 1 |
Serrated Fangs |
| Serrated Fangs | 1" | 3 | 3+ | 3+ | -1 | 1 |
Unit Size: 5
Points: 150
Battlefield Role: None
Base size: 60 x 35mmNotes: Battleline in a
Fangs of Sotek army
Each model in a Raptadon Hunters unit is armed with a Starstone Atlatl and Moonstone Club.
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.
ORDER, SERAPHON, SKINK, RAPTADON, RAPTADON HUNTERS |
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.
Moonstone Warspear |
| Moonstone Warspear | 2" | 2 | 4+ | 4+ | - | 1 |
Tearing Jaws |
| Tearing Jaws | 1" | 3 | 4+ | 3+ | -1 | 2 |
Unit Size: 3 Points: 90
Battlefield Role: None
Base size: 50mm
Each model in a Ripperdactyl Riders unit is armed with a Moonstone Warspear.
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.
ORDER, SERAPHON, SKINK, RIPPERDACTYL, RIPPERDACTYL 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.
Starstrike Javelin |
| Starstrike Javelin | 12" | 2 | 4+ | 3+ | -1 | 1 |
Sunleech Bolas |
| Sunleech Bolas | 6" | 4 | 4+ | 4+ | - | 1 |
Razor-sharp Jaws |
| Razor-sharp Jaws | 1" | 4 | 4+ | 4+ | - | 1 |
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.
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.
ORDER, SERAPHON, SKINK, TERRADON, TERRADON RIDERS |
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.
Snapping Beak |
| Snapping Beak | 1" | 4 | 4+ | 4+ | - | 1 |
Unit Size: 3 Points: 70
Battlefield Role: None
Base size: 32mm
Each model in a Terrawings unit is armed with Snapping Beaks.
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.
ORDER, SERAPHON, TERRAWINGS |
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.
Dartpipe |
| Dartpipe | 16" | 2 | 3+ | 3+ | - | 1 |
Celestite Weapon |
| Celestite Weapon | 1" | 3 | 3+ | 5+ | - | 1 |
Unit Size: 4
Points: 290
Battlefield Role: None
Base size: 25mmNotes: 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.
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.
ORDER, SERAPHON, SKINK, COALESCED, THE STARBLOOD STALKERS |
Behemoth
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.
Solar Engine |
| Solar Engine | 24" | 3 | 3+ | 3+ | -3 | 3 |
Meteoric Javelins |
| Meteoric Javelins | 8" | 4 | 4+ | 5+ | -1 | 1 |
Ark of Sotek |
| Ark of Sotek | 3" | 20 | 4+ | 3+ | - | 1 |
Bludgeoning Tail |
| Bludgeoning Tail | 2" | 3 | 3+ | 3+ | -1 | D3 |
Unit Size: 1
Points: 180/240
Battlefield Role: Behemoth
Base size: 120 x 92mmNotes: 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.
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).
ORDER, SERAPHON, MONSTER, BASTILADON |
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.
Meteoric Javelins |
| Meteoric Javelins | 8" | 4 | 4+ | 5+ | -1 | 1 |
Massive Horns |
| Massive Horns | 2" | 2 | 3+ | 3+ | -1 | |
Grinding Jaws |
| Grinding Jaws | 1" | 2 | 3+ | 3+ | -1 | 2 |
Crushing Stomps |
| Crushing Stomps | 1" | | 3+ | 3+ | -1 | 2 |
0-5 | 8" | 4 | 5 |
6-8 | 7" | 3 | 4 |
9-11 | 6" | 2 | 3 |
12+ | 5" | 1 | 2 |
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.
ORDER, SERAPHON, SKINK, MONSTER, TOTEM, STEGADON, ENGINE OF THE GODS |
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.
Meteoric Javelins |
| Meteoric Javelins | 8" | 4 | 4+ | 5+ | -1 | 1 |
Skystreak Bow |
| Skystreak Bow | 24" | 3 | 3+ | 3+ | -1 | 3 |
Sunfire Throwers |
| Sunfire Throwers | 8" | 1 | |
Massive Horns |
| Massive Horns | 2" | 2 | 3+ | 3+ | -1 | |
Grinding Jaws |
| Grinding Jaws | 1" | 2 | 3+ | 3+ | -1 | 2 |
Crushing Stomps |
| Crushing Stomps | 1" | | 3+ | 3+ | -1 | 2 |
0-5 | 8" | 4 | 5 |
6-8 | 7" | 3 | 4 |
9-11 | 6" | 2 | 3 |
12+ | 5" | 1 | 2 |
Unit Size: 1
Points: 230
Battlefield Role: Behemoth
Base size: 120 x 92mmNotes: 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.
ORDER, SERAPHON, SKINK, MONSTER, STEGADON |
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.
Gargantuan Jaws |
| Gargantuan Jaws | 2" | 3 | 4+ | 3+ | -2 | |
Raking Claws |
| Raking Claws | 2" | 6 | | 3+ | -1 | 2 |
Armoured Tail |
| Armoured Tail | 2" | 1 | 4+ | 3+ | -1 | D6 |
0-18 | 10" | 6 | 2+ |
19-24 | 9" | 5 | 3+ |
25-30 | 8" | 4 | 3+ |
31+ | 7" | 3 | 4+ |
Unit Size: 1 Points: 545
Battlefield Role: Behemoth
Base size: 280 x 210mm
Notes: Single
A Dread Saurian is armed with Gargantuan Jaws, Raking Claws and an Armoured Tail.
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.
ORDER, SERAPHON, MONSTER, DREAD SAURIAN |
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.
Soul-sheering Blast |
| Soul-sheering Blast | 12" | 1 | |
Raking Claws |
| Raking Claws | 2" | | 4+ | 3+ | -2 | 2 |
Amethyst Fangs |
| Amethyst Fangs | 3" | 3 | 3+ | | -2 | D6 |
0-6 | 16" | 8 | 2+ |
7-9 | 14" | 7 | 3+ |
10-11 | 11" | 6 | 4+ |
12+ | 9" | 5 | 5+ |
Unit Size: 1 Points: 475
Battlefield Role: Behemoth
Base size: 100mm
Notes: Single
A Carmine Dragon is armed with Raking Claws, Amethyst Fangs and a Soul-sheering Blast.
MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the
ORDER keyword.
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.
ORDER, DRAGON, MONSTER, CARMINE DRAGON |
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.
Slime Spray |
| Slime Spray | 12" | 1 | 4+ | 3+ | -2 | D6 |
Cavernous Maw |
| Cavernous Maw | 3" | 3 | 3+ | 2+ | | D6 |
Writhing Coils |
| Writhing Coils | 2" | | 4+ | 4+ | -1 | 1 |
0-6 | 14" | -3 | 3D6 |
7-8 | 12" | -2 | 2D6 |
9-10 | 10" | -2 | D6 |
11+ | 8" | -1 | D3 |
Unit Size: 1 Points: 495
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single
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.
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.
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.
Amber Breath |
| Amber Breath | 12" | D6 | 5+ | 3+ | -2 | D3 |
Savage Talons |
| Savage Talons | 2" | | 3+ | 4+ | -2 | 1 |
Impaling Horns |
| Impaling Horns | 2" | 4 | 4+ | 3+ | -1 | D3 |
0-5 | 10" | 3+ | 12 |
6-8 | 8" | 4+ | 10 |
9-11 | 7" | 4+ | 8 |
12+ | 6" | 5+ | 6 |
Unit Size: 1 Points: 325
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single
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.
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.
GHUR, MONSTER, INCARNATE ELEMENTAL OF BEASTS |
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.
Fiery Bolts |
| Fiery Bolts | 18" | | 4+ | 4+ | -1 | 1 |
Tendrils of Fire |
| Tendrils of Fire | 2" | 6 | 3+ | 4+ | - | 1 |
Burning Lance |
| Burning Lance | 3" | 3 | 3+ | 2+ | -2 | 2 |
0-3 | 8" | 3+ | 10 |
4-6 | 7" | 4+ | 8 |
7-9 | 6" | 4+ | 6 |
10-12 | 5" | 5+ | 4 |
13+ | 4" | 6+ | 2 |
Unit Size: 1 Points: 325
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single
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.
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).
AQSHY, MONSTER, INCARNATE ELEMENTAL OF FIRE |
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.
Brimstone Dragonfire |
| Brimstone Dragonfire | 18" | 1 | |
Furnace-hot Jaws |
| Furnace-hot Jaws | 3" | 4 | 3+ | 2+ | | D6 |
Crushing Claws |
| Crushing Claws | 2" | | 4+ | 3+ | -1 | 2 |
0-10 | 16" | -3 | 8 |
11-13 | 14" | -3 | 7 |
14-16 | 12" | -2 | 6 |
17+ | 10" | -2 | 5 |
Unit Size: 1 Points: 585
Battlefield Role: Behemoth
Base size: 160mm
Notes: Single
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.
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.
DRAGON, MONSTER, MAGMA DRAGON |
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.
Chill Breath |
| Chill Breath | 8" | 6 | 4+ | 3+ | -1 | 1 |
Hideous Jaws |
| Hideous Jaws | 1" | 3 | 3+ | 3+ | | D3 |
Powerful Tail |
| Powerful Tail | 2" | 1 | 4+ | 3+ | -1 | |
0-5 | 8" | -3 | 6 |
6-7 | 7" | -2 | D6 |
8-9 | 6" | -2 | D3 |
10+ | 5" | -1 | 2 |
Unit Size: 1 Points: 280
Battlefield Role: Behemoth
Notes: Single
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.
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.
Artillery
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.
Fiery Maw: Glob of Flame Acid |
| Fiery Maw: Glob of Flame Acid | 24" | 1 | 4+ | 2+ | -2 | D6 |
Fiery Maw: Stream of Fire |
| Fiery Maw: Stream of Fire | 12" | See below | 2+ | 3+ | -2 | 1 |
Fiery Maw |
| Fiery Maw | 1" | 3 | 3+ | 3+ | -2 | 3 |
Celestite Goads |
| Celestite Goads | 1" | 3 | 4+ | 4+ | - | 1 |
Unit Size: 1
Points: 110
Battlefield Role: Artillery
|
Spawn of Chotec | 90 x 52mm |
3 x Sun Acolytes | 25mm |
Notes: Single
A Spawn of Chotec is armed with a Fiery Maw.
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.
ORDER, SERAPHON, SKINK, SALAMANDER, SPAWN OF CHOTEC |
Faction Terrain Feature
| | |
| 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. Unit Size: - Points: 0 Battlefield Role: Faction Terrain Feature Base size: Use model
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. | |
| | |
| | |
| 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. Unit Size: - Points: 0 Battlefield Role: Faction Terrain Feature Base size: Use model
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. | |
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Warscroll Battalion
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| 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. | |
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| 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. | |
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| 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. | |
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| 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. | |
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| 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. | |
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| 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. | |
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| 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. | |
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| 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. | |
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| 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. | |
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| 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. | |
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Regiment of Renown
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| 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. 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+. | |
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Warscroll Battalion
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| 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. Unit Size: - Points: 140 Battlefield Role: Warscroll Battalion
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. | |
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Regiment of Renown
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| 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. 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. | |
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| 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. 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.
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. | |
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| 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.
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. | |
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