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Published by titantherandom, 2025-12-10 16:27:15

Order Battletome - Seraphon

Order Battletome for Seraphon

PAINTINGYOURSERAPHON501 2 3PAINTINGYOURSERAPHONThe Seraphon are a force like no other, mixing cosmic technology and the power of the arcane with animalisticwarriors and savage warbeasts. These qualities combine to make them an incredibly rewarding painting project.The following pages contain useful hints and tips to get your Seraphon looking their best.A painted army of Seraphon looksstunning on the tabletop. Ranks ofsaurian warriors joined by nimbleskinks and towering monsterspossess a variety of scaly texturesthat gives them a distinctiveappearance. When massed into asingle force, these varied units cometogether into a single whole that issure to strike terror into the hearts ofthe enemies of the Old Ones.Painting your Seraphon miniaturesneed not be daunting. There are plenty of techniques you can use toget your reptilian warriors ready forbattle in no time, and the CitadelPaint System contains all the coloursyou need to bring your army to life.There’s no right or wrong way togo about painting your minatures;most Seraphon are blue, but there’snothing stopping the warriorsof your constellation from beinggreen, red, yellow or any colour thatyou wish.Larger monsters are a greatopportunity to introduce some variety into your force. Real-worldlizards are a wonderful source ofinspiration for different markingsand patterns to draw inspirationfrom, and – alongside the hightechnology of the Old Ones carriedby many of these beasts – can make these models truly stunningcentrepieces for your primeval hosts.In the end, the most important thingto remember is that this is yourhobby; whatever your level of skill or desired result, this painting guidewill provide you with some great tipsto help you achieve your goal.Corax White (undercoat),Aethermatic Blue(Contrast paint), UlthuanGrey (drybrush)Apply an even layer ofAkhelian Green over a spray undercoat ofCorax White.Corax White (undercoat),Gryph-hound Orange(Contrast paint), KislevFlesh (drybrush)Meditate upon thesubtleties of the Great Planbefore drybrushing withTemple Guard Blue.Corax White (undercoat),Talassar Blue (Contrastpaint), UlthuanGrey (drybrush)Teeth: Rhinox Hide,Screaming Skull. Eyes:Yriel Yellow, Dorn Yellow,Abaddon Black.Corax White (undercoat),Warp Lightning andContrast Medium(1:5 mix)Drybrush lightly withFenrisian Grey.SKINK SKIN VARIANTSSAURUS SKIN AND SCALES TEETH ANDEYESWarhammer TV’s paintingtutorials have insights foreveryone, as they show you howto paint Citadel Miniaturesfrom start to finish. Theguides are available for free on games-workshop.com, andcan also be watched via theWarhammer TV YouTubechannel. Why not take a moment to check them out?Another Custodes Libris share. Buy the stuff if you like it!


1 2 3 4 51Basecoat with an evenlayer of Castellan Green.A couple of thin coatsworks best.Follow the above stages,then paint markings withAverland Sunset.Shade with AthonianCamoshade, focusing on the gaps betweenthe scales.Mournfang Brown (base),Agrax Earthshade (shade),Skrag Brown (highlight)Apply fine highlights ofNurgling Green, leavingsome of the Loren Forestshowing beneath.Khorne Red (base), NulnOil (shade), TuskgorFur (highlight), KislevFlesh (highlight)Pick out the edges ofthe scales with thickhighlights of Loren Forest.Add scratches if you wish.Averland Sunset (base),Casandora Yellow (shade),Yriel Yellow (highlight),Dorn Yellow (highlight)SHIELD VARIANTSWEAPON VARIANTSOTHER DETAILSIncubi Darkness(base), Kabalite Green(highlight), SybariteGreen (highlight)Eye: Caledor Sky (base),Lothern Blue (highlight),Fenrisian Grey (highlight)Mechanicus StandardGrey (base), AgraxEarthshade (shade),Dawnstone (highlight)Eye: Mephiston Red(base), Troll Slayer Orange(highlight), Flash GitzYellow (highlight)Balthasar Gold (base),Agrax EarthshadeGloss (shade), RunefangSteel (highlight)Carefully apply dotsaround the crest, spacingthem further apart as you move away from the crest.Kantor Blue (base),Caledor Sky (layer), TeclisBlue (highlight), FenrisianGrey (highlight)Thewebbing of a crest can be made to stand out more by giving it a sharpaccent colour.SKINK STAR-BUCKLERAnother Custodes Libris share. Buy the stuff if you like it!


52 1 23 4 5TOP TIPWhen using Contrast paints, it’s a good idea to give them a coat ofMatte Varnish. Thiswill stop themfrom chipping as you paint the restof the model.MONSTER SKINBONY SCALESStipple Mephiston Red in patchesaround the end scales. Then stippleJokaero Orange inside those areas.Using a combination of skin colours on a large monster can make it looknatural and impressive.Apply Flesh Tearers Red Contrastpaint to all the scales.Undercoat the model with CoraxWhite Spray. Apply Skeleton HordeContrast paint to all the fleshy areas.Painting the scales a vibrant colour can really make your favouritereptilian monster stand out onthe battlefield.Painting sharp patterns down thebody will help break up the coloursand make the large areas look a lot more interesting.Apply a final, lighter drybrush ofFire Dragon Bright, focusing onthe extremities.Scales can be made to stand outsimply by applying an extra wash ofNuln Oil or your chosen Shade paint.A simple darker stripe down theback helps define the overall shape ofthis model.Drybrush with Evil Sunz Scarlet.Drybrush over the Skeleton Hordewith Pallid Wych Flesh.CARNOSAUR SKINAnother Custodes Libris share. Buy the stuff if you like it!


531 2 3 4Base with Wraithbonebefore applying an evencoat of Iyanden YellowContrast paint.Carefully highlight theedges with Yriel Yellow.Use Pallid Wych Flesh tospot highlight the corners. Apply a thin edgehighlight of Dorn Yellow.SOLAR ENGINEWING MEMBRANESMONSTER DETAILSOTHER DETAILSCorax White (undercoat), Nazdreg Yellow (Contrastpaint), Screaming Skull (drybrush), Fire Dragon Bright(highlight), Flayed One Flesh (highlight)Corax White (undercoat), Akhelian Green (Contrastpaint). Then, use Contrast Medium to carefully bleed thecolour out towards the edge of the wing.Retributor Armour (base),Reikland Fleshshade(shade), StormhostSilver (highlight)Blend Iyanden Yellow,Flesh Tearers Red andVolupus Pink togetherusing Contrast Medium.Drybrushing designs onstone with AdministratumGrey can make them lookold and worn.Thinning and blendingdifferent Contrast paints over a white base canproduce various effects.Mephiston Red (base), EvilSunz Scarlet (highlight),Caledor Sky (base), HoethBlue (highlight)Rope: Rhinox Hide(base), Gorthor Brown(highlight) BanebladeBrown (highlight)Use a variety of coloursand patterns to make thesnakes emerging from an Ark of Sotek stand out.Horns: Apply thinnedSkeleton Horde over Wraithbone; highlightwith Pallid Wych Flesh.Another Custodes Libris share. Buy the stuff if you like it!


CELESTIALMIGHT54 CELESTIALMIGHTThis battletome contains all of the rules you need to field your Seraphon miniatures on the battlefields of theMortal Realms, from a host of exciting allegiance abilities to a range of warscrolls and warscroll battalions. Therules are split into the following sections.ALLEGIANCE ABILITIESThissection describes theallegiance abilities available to a Seraphon army. The rules for usingallegiance abilities can be foundin the Warhammer Age of SigmarCore Book. BATTLE TRAITSAbilities available to every unit in a Seraphon army (pg 55).COMMAND TRAITSAbilities available to the generalof a Seraphon army if it is a HERO(pg 57).ARTEFACTS OF POWERArtefacts available to HEROES in a Seraphon army (pg 58-59).SPELL LORES ANDBOUND ENDLESS SPELLSSpells available to WIZARDS in a Seraphon army (pg 60-61), as well as rules for using bound endless spells.REALMSHAPER ENGINEHere you will find the rulesand scenery warscroll for theRealmshaper Engine terrain feature(pg 62-63).CONSTELLATIONSAbilities for the four most famousSeraphon Constellations (pg 64-67).These rules can be used by unitsin a Seraphon army that have beengiven the appropriate keyword (seethe battle traits for Coalesced andStarborne Constellations on thefollowing pages).BATTLEPLANSThissection includes a new narrativebattleplan that can be played with a Seraphon army that has been giventhe Starborne keyword (pg 68-69).PATH TO GLORYThissection contains rules for usingyour Seraphon collection in Path toGlory campaigns (pg 70-73).WARSCROLLSThissection includes all of thewarscrolls you will need to playgames of Warhammer Age of Sigmarwith your Seraphon miniatures.There are three types of warscrollincluded in this section:WARSCROLL BATTALIONSThese are formations made up ofseveral Seraphon units that combinetheir strengths to gain powerful newabilities (pg 74-77).WARSCROLLSA warscroll for each unit is includedhere. The rules for using a Seraphonunit, along with its characteristicsand abilities, are detailed on itswarscroll (pg 78-95).ENDLESS SPELL WARSCROLLSEndless spell warscrolls for boundendless spells, which can besummoned only by SERAPHONWIZARDS (pg 96-102).The rules for playing games withendless spells can be found in theWarhammer Age of Sigmar CoreBook and in Warhammer Age ofSigmar: Malign Sorcery. PITCHED BATTLEPROFILESThissection contains Pitched Battleprofiles for the units, warscrollbattalions and endless spells in thisbook (pg 103-104).ALLIESThissection also contains a list of theallies a Seraphon army can include.Another Custodes Libris share. Buy the stuff if you like it!


ALLEGIANCEABILITIESBattle TraitsALLEGIANCE ABILITIES55WAYS OF THE SERAPHONWarriors of the Stars and the Realms: A Seraphonarmy will be made up of either celestial Starborne or savage Coalesced warriors that have settled in theMortal Realms.After you have chosen the Seraphon allegiance foryour army, you must either give it the STARBORNEkeyword or the COALESCED keyword. All SERAPHONunits in your army gain that keyword, with theexception of models that already have one of thekeywords on their warscroll.Contemplations of the Ancient Ones: The slann havelearnt countless spells over the millennia, and after a moment’s contemplation can recall any of them.At the end of your hero phase, you can pick 1 friendlySLANN and replace the spell they know from theLore of Celestial Domination table (pg 60) with a new spell from that table. Choose or roll for the newspell, rolling again if you generate the spell the SLANNalready had.Sacred Asterisms: The heavens themselves play a keypart in the Great Plan of the Old Ones, empoweringtheir reptilian servants.At the start of your hero phase, you can pick 1 of thefollowing asterisms to be in the ascendant until yournext hero phase:TheGreat Drake: In the combat phase, pick 1 friendlySERAPHON HERO. Until the end of that phase, you canadd 1 to the Attacks characteristic of melee weaponsused by that HERO. TheHunter’s Steed: Add 1 to run rolls and charge rollsfor friendly SERAPHON units.The Sage’s Staff: In the hero phase, pick 1 friendlySERAPHON WIZARD. You can add 1 to casting or dispelling rolls for that WIZARD if it is your herophase, and you can add 1 to unbinding rolls for thatWIZARD if it is the enemy hero phase.THE COALESCEDCOALESCED army only.Coalesced Constellations: The different Coalescedconstellations make war in their own unique fashion.If your army is a COALESCED army, you can give itthe KOATL’S CLAW or THUNDER LIZARD keyword.All COALESCED units in your army gain that keywordand you can use the extra abilities listed for thatConstellation (pg 64-67).Cold-blooded: Coalesced Seraphon are coldlyimpassive, rigidly steadfast and completelywithout mercy.Ignore modifiers (positive or negative) to the Braverycharacteristic of COALESCED units.Predatory Fighters: Coalesced Seraphon have become more closely attuned to the primal ferocity harbouredby all members of their race. Add 1 to the Attacks characteristic of Jaws weaponsused by COALESCED units.Primeval Domain: The land surrounding a Coalescedtemple-city is magically reformed into a primevalwilderness, deadly to outsiders yet the perfect habitatfor the savage lizardfolk.If a terrain feature is partially or wholly within theterritory of a COALESCED army, then any Damned,Arcane, Inspiring and Mystical scenery rules for thatterrain feature only apply to COALESCED units, whileany Deadly and Sinister scenery rules for that terrainfeature do not apply to COALESCED units.Scaly Skin: Having achieved true physicality, thescaled hides of Coalesced Seraphon become tougherwith the passing of time. Many of their warriorsdevelop thick bony plates and latticeworks of scar tissuethat act as natural armour. Subtract 1 from the damage inflicted by eachsuccessful attack that targets a COALESCED unit (to a minimum of 1).BATTLE TRAITSAnother Custodes Libris share. Buy the stuff if you like it!


56 THE STARBORNESTARBORNE army only.Unfeeling: Starborne are thechildren of Azyr, filled with the lightof the stars and fighting to enact thecosmic plan of their creators.STARBORNE units have a Braverycharacteristic of 10 instead ofthe Bravery characteristic ontheir warscroll.Celestial Conjuration: The slannleaders of the Starborne can callforth armies of Seraphon from theirtemple-ships in the blink of an eye.You can summon STARBORNEunits to the battlefield if you collectenough celestial conjurationpoints (CCPs). At the start ofyour hero phase you receive D3celestial conjuration points if yourgeneral is a SLANN or STARSEERand is on the battlefield, and D3celestial conjuration points ifthere are one or more friendlySAURUS ASTROLITH BEARERS onthe battlefield.In addition, in your hero phase,before attempting to cast the firstspell with each friendly SLANN or ORACLE, you can say that it willcarry out a celestial conjuration. Ifyou do so, you receive D3 celestialconjuration points but the numberof spells which that model canattempt to cast in that phase isreduced by 1.If you have 6 or more celestialconjuration points at the end ofyour movement phase, you cansummon 1 or more units from thelist on the right to the battlefieldand add them to your army. Eachunit you summon costs a numberof celestial conjuration points asshown on the list, and you can onlysummon a unit if you have enoughcelestial conjuration points to payits cost.Summoned units must be set upwholly within 12\" of a friendlySLANN, friendly ORACLE orfriendly SAURUS ASTROLITHBEARER and more than 9\" fromany enemy units. Subtract the costof the summoned unit from thenumber of celestial conjurationpoints you have immediately afterthe summoned unit has been setup. Summoned units have theSTARBORNE keyword.Lords of Space and Time: Slanntemple-ships are able to transportthemselves and Starborne warriorsany distance in an instant.At the end of your movementphase, you can pick 1 friendlySTARBORNE unit anywhere onthe battlefield to be transportedthrough space and time.If you do so, remove that unit fromthe battlefield and then set it upon the battlefield anywhere that is more than 9\" from any enemy unit.Starborne Constellations: TheStarborne of different constellationsexhibit traits unique to the warriorsof their fleet.If your army is a STARBORNEarmy, you can give it theDRACOTHION’S TAIL or FANGS OF SOTEK keyword. AllSTARBORNE units in your armygain that keyword and you can usethe extra abilities listed for thatConstellation (pg 64-67).STARBORNE SERAPHONCCP COSTUNIT1 Engine of the Gods 301 Stegadon with Skink Chief 301 Saurus Oldblood on Carnosaur 251 Skink Oracle on Troglodon 251 Stegadon 251 Bastiladon 201 Saurus Scar-Veteran on Carnosaur 2020 Saurus Warriors 203 Kroxigor 151 Saurus Astrolith Bearer 151 Saurus Sunblood 151 Skink Starpriest 151 Skink Starseer 155 Chameleon Skinks 101 Razordon Hunting Pack 101 Ripperdactyl Chief 103 Ripperdactyl Riders 101 Salamander Hunting Pack 101 Saurus Eternity Warden 105 Saurus Guard 105 Saurus Knights 101 Saurus Oldblood 101 Saurus Scar-Veteran on Cold One 1010 Saurus Warriors 101 Skink Priest 101 Terradon Chief 103 Terradon Riders 1010 Skinks 6Another Custodes Libris share. Buy the stuff if you like it!


Command TraitsCOMMAND TRAITS 57D3 SLANN Command Trait1 Arcane Might: With the authority of aeons, thispowerful slann commands the flow of magic onthe battlefield.You can re-roll 1 casting, dispelling or unbinding roll for this general each hero phase.2 Vast Intellect: No secret is unknown to themind of this unfathomable being.This general knows 1 extra spell from the Loreof Celestial Domination (pg 60).3 Great Rememberer: Themanoeuvres orderedby this general are redolent of the countlessconstellations in the sky.If this general is part of your army and onthe battlefield at the start of your hero phase,roll a dice. On a 4+, you receive 1 extracommand point.D3 SAURUS Command Trait1 Disciplined Fury: Thissaurus strikes withcold-blooded precision.You can re-roll hit rolls of 1 for attacks madewith melee weapons by this general.2 Thickly Scaled Hide: The hard scales coveringthis general can deflect even the sharpest blade.You can re-roll save rolls of 1 for attacks thattarget this general.3 Mighty Warleader: Thissaurus guides itswarriors in battle with bellowing roars. If this general is part of your army and onthe battlefield at the start of your hero phase,roll a dice. On a 4+, you receive 1 extracommand point.D3 SKINK Command Trait1 Master of Star Rituals: Azyr’s light shinesbrightly on this general.Add 1 to casting rolls for this general if theyare a WIZARD. If they are not a WIZARD, thenonce per battle round they can use the Heraldof the Old Ones command ability from theSkink Priest warscroll without a commandpoint being spent.2 Nimble: Thisskink is preternaturally agile.Add 1\" to this general’s Move characteristic,and add 1 to save rolls for attacks thattarget them.3 Cunning: With reptilian calculation thisgeneral looks for opportunities to strike.At the start of the combat phase, you can pick1 enemy HERO within 3\" of this general androll a dice. On a 4+, that enemy HERO suffers 1mortal wound.Use the command traits table that corresponds to your general’s keyword: SLANN, SAURUS or SKINK. If your generalhas none of these keywords, it cannot have a command trait.Another Custodes Libris share. Buy the stuff if you like it!


Artefacts of Power58 ARTEFACTS OF POWERTREASURES OF THE OLD ONESSLANN only.D6 Artefact of Power1 Zoetic Dial: As the stars align with the facetsof this mighty artefact, the strands of fateinexorably envelop its bearer.After set-up is complete but before the battlebegins, secretly record the number of a battleround. At the start of that battle round, revealthe information and then heal all woundsallocated to the bearer. In addition, duringthat battle round, you can re-roll save rolls forattacks that target the bearer.2 Light of Dracothion: The light from the GreatDrake’s tears can wash away the foulest andmost corruptive of energies.Once per battle, you can automatically unbind1 spell cast by an enemy WIZARD within 15\"of the bearer, or automatically dispel 1 endlessspell within 15\" of the bearer.3 Prism of Amyntok: This prism can channelaetheric power from the skies to blast the bearer’sfoes with a beam of pure white energy.Once per the battle, at the start of any phase,pick 1 enemy unit within 12\" of the bearerand roll a dice. On a 1, that unit suffers 1mortal wound. On a 2-5, that unit suffers D3mortal wounds. On a 6, that unit suffers D6mortal wounds.4 Itxi Grubs: Itxi grubs are small, worm-likecreatures found in those places where the groundis most saturated in arcane power, and are amongst a slann’s favourite delicacies.At the start of each hero phase, you can heal1 wound allocated to the bearer. In addition,in your hero phase you can re-roll 1 casting or dispelling roll for the bearer, and in the enemyhero phase you can re-roll 1 unbinding roll forthe bearer.5 Plaque of Dominion: Carved when the OldOnes still dwelt amongst their servants, thisplaque bears glyphs of such potent cosmic powerthat those who even glance upon them are driveninto a stupor.In your hero phase, you can pick 1 enemy HEROwithin 12\" of the bearer and visible to them.Until your next hero phase, that HERO fightsat the end of the combat phase. In addition, ifthat HERO is a WIZARD, until your next herophase, subtract 1 from casting, dispelling andunbinding rolls for that HERO. 6 Throne of the Lost Gods: The palanquin thatbears this slann is a particularly advancedexample of Old One technology, a truly statelythrone for the mage-lord ensconced upon it.Add 4\" to the bearer’s Move characteristic, andadd 1 to the bearer’s Wounds characteristic.Another Custodes Libris share. Buy the stuff if you like it!


59CELESTIAL RELICS OF THE WARRIORSAURUS only.D3 Artefact of Power1 Blade of Realities: Thispan-dimensional weaponexists to bring about the endof tyrants.Pick 1 of the bearer’s meleeweapons. Improve the Rendcharacteristic of that weaponby 1. In addition, add 1 tothe damage inflicted by eachsuccessful attack made withthat weapon that targets a HERO.2 Sigils of the PrimeHunter: The ominousglyphs that hang from thesaurus champion’s armour are laden with powerfulcelestial curse-magics.Each time the bearer fights,after all of the bearer’sattacks have been resolved,you can pick 1 enemy unitwithin 1\" of the bearerand roll a dice. On a 1,nothing happens. On a 2-5,that enemy unit suffers1 mortal wound. On a 6,that enemy unit suffers D3mortal wounds.3 Bloodrage Pendant:Carved from the bonesof Carnosaurs or themost aggressive Ghurishmegafauna, those warriorswho bear a BloodragePendant find their killingfrenzy amplified as their ownflesh is split and rent.Add 1 to the Attackscharacteristic of thebearer’s melee weaponsif the number of woundsallocated to the bearer isequal to or greater thanhalf of the bearer’s Woundscharacteristic (rounding up).VESTMENTS OF THE PRIESTHOODSKINK only.D3 Artefact of Power1 Incandescent Rectrices:This vibrant plumageinstils the bearer withthe restorative power ofthe heavens.The first time bearer is slain,before removing them fromthe battlefield,roll a dice.On a 1-3, the bearer is slain.On a 4-6, the bearer is notslain, all wounds allocatedto them are healed, andany wounds that currentlyremain to be allocated tothem are negated.2 Cloak of Feathers: Thecolourful cloaks worn bysome skink priests are wovenfrom the shining feathersof star-eagles.Subtract 1 from hit rolls forattacks that target the bearer.In addition, add 4\" to thebearer’s Move characteristic,and the bearer can fly.3 Sacred Stegadon Helm: Thehorns of this golden helmare said to be fragmentsof the great Xelbabia’s, atruly colossal Stegadonwho served the Old Ones atthe dawn of history. Thosewho wear it are gifted withthe strength of Xelbabia’sunstoppable charge.Add 1 to save rolls forattacks that target thebearer. In addition, add 1 tothe Damage characteristic ofmelee weapons used by thebearer if they made a charge move in the same turn.Another Custodes Libris share. Buy the stuff if you like it!


Spell Lores and Bound Endless Spells60LORE OF CELESTIAL DOMINATIONSLANN only.D6 Spell1 Celestial Apotheosis: Waves of pure celestialmagic infuse the caster’s servants.Celestial Apotheosis has a casting value of 5.If successfully cast, pick 1 friendly unit whollywithin 18\" of the caster and visible to them.Heal 1 wound allocated to that unit. In addition,until your next hero phase, subtract 1 from theBravery characteristic of enemy units while theyare within 3\" of that unit. If the casting roll was 10+, heal up to D3 wounds instead of 1.2 Walk Between Realms: For a moment, theslann’s allies tread immortal pathways.Walk Between Realms has a casting value of 6.If successfully cast, pick 1 friendly unit whollywithin 18\" of the caster and visible to them.Until your next hero phase, that unit can fly.3 Mystical Unforging: Themagic of unmakingflies from the slann’s outstretched hands.Mystical Unforging has a casting value of 7. Ifsuccessfully cast, pick 1 enemy HERO that bears an artefact of power within 12\" of the caster andvisible to them. That HERO suffers D3 mortalwounds and you must roll a dice. On a 5+, thatHERO no longer bears that artefact of power (if a weapon was picked when it was selected, theweapon reverts to normal).4 Celestial Equilibrium: The slann’s form seemsto shimmer and fade as it draws links between itsallies and the turnings of the stars.Celestial Equilibrium has a casting value of 7.If successfully cast, until your next hero phase,add 1 to casting, dispelling and unbinding rollsfor friendly WIZARDS other than the caster.5 Stellar Tempest: Without warning, a blisteringcelestial storm descends upon the foe.Stellar Tempest has a casting value of 8. Ifsuccessfully cast, pick 1 enemy unit within 24\"of the caster and visible to them. Roll 1 dice foreach model in that unit. For each 5+, that unitsuffers 1 mortal wound.6 Drain Magic: The Starmaster conjures a vortexof anti-magic to calm the battlefield.Drain Magic has a casting value of 9. Ifsuccessfully cast, all endless spells within 24\" ofthe caster that are not BOUND are dispelled.SPELL LORES ANDBOUND ENDLESS SPELLSYou can choose or roll for one spell from one of thefollowing tables for each SERAPHON WIZARD in a Seraphon army.In addition, a Seraphon army can include the boundendless spells on pages 96-102. All of the rules thatapply to other endless spells also apply to bound endlessspells, except that bound predatory endless spells canonly be moved by a player that has a Seraphon army. Ifonly one player has a Seraphon army, then they move allof the bound predatory endless spells before any otherpredatory endless spells are moved. The players thenalternate moving any remaining predatory endless spells as normal.If both players have Seraphon armies, the playersalternate moving predatory endless spells as normal,but each time a player could move a predatory endlessspell, they can choose to move either a bound predatoryendless spell or a normal predatory endless spell.Another Custodes Libris share. Buy the stuff if you like it!


61LORE OF CELESTIAL MANIPULATIONSKINK only.D6 Spell1 Celestial Harmony: Arms raised, the casterinfuses their allies with the calming light of Azyr.Celestial Harmony has a casting value of5. If successfully cast, pick 1 friendly unitwholly within 18\" of the caster and visible tothem. Until your next hero phase, do not takebattleshock tests for that unit. If the casting roll was 10 or more, pick all friendly units within18\" of the caster and visible to them instead ofonly 1.2 Hand of Glory: With a chirruped invocation,the caster grants their allies the might ofancient times.Hand of Glory has a casting value of 6. Ifsuccessfully cast, pick 1 friendly unit whollywithin 18\" of the caster and visible to them.Until your next hero phase, you can re-roll hitrolls of 1 for attacks made by that unit.3 Extend Astromatrix: The caster slightlyextends the range of the Astromatrix so that itencompasses new lands.Extend Astromatrix has a casting value of 6. Ifsuccessfully cast, pick 1 terrain feature whollywithin 18\" of the caster and visible to them.Any Damned, Arcane, Inspiring and Mysticalscenery rules for that terrain feature only applyto SERAPHON units, while any Deadly andSinister scenery rules for that terrain feature donot apply to SERAPHON units.4 Fiery Convocation: The caster brings fierydestruction to the foe, engulfing them in flamesthat only very slowly burn out.Fiery Convocation has a casting value of 7. Ifsuccessfully cast, pick 1 enemy unit within 18\"of the caster and visible to them. Until your nexthero phase, at the end of each phase of a turn,roll a dice for that unit. On a 6, that unit suffersD3 mortal wounds.5 Bind Endless Spell: Skink wizards can use theirmagical prowess to temporarily bind a predatoryspell to the Astromatrix.Bind Endless Spell has a casting value of 7. Ifsuccessfully cast, pick 1 endless spell within18\" of the caster and visible to them. Untilyour next hero phase, that endless spell has theBOUND keyword.6 Tide of Serpents: The caster calls forth a carpetof writhing serpents. Though individually small,these reptiles will fight ferociously to defend theirmaster, bringing down their enemies throughhundreds of poisonous bites.Tide of Serpents has a casting value of 8. Ifsuccessfully cast, pick 1 enemy unit within 12\"of the caster and roll a number of dice equal tothe number of models in that unit. For each 5+,that unit suffers 1 mortal wound.Another Custodes Libris share. Buy the stuff if you like it!


Realmshaper Engine62 REALMSHAPER ENGINEWhen you choose a Seraphon army,you can include 1 REALMSHAPERENGINE terrain feature (pg 63).When terrain is set up for the battle,any REALMSHAPER ENGINE terrainfeatures must be set up by the playerwhose army they are a part of, beforeany other terrain features are set up, more than 6\" from any objectivesand more than 6\" from the edge ofthe battlefield. Set up the rest of theterrain as described in the core rules.If both players can set up terrainfeatures before other terrain features are set up, the players must roll offand the winner chooses who sets uptheir terrain features first.Teq-Toqwatched as the Chaos Warriors hacked their way throughthe thick jungles. Had they not been in thrall to the EternalEnemy, the skink alpha might almost have admired theirtenacity. More Seraphon crouched amidst the undergrowth, boltspittersheld ready as the mortal warband’s leader called a halt before thegolden, vine-shrouded ziggurat. Doubtless they believed it to be somesort of abandoned temple, or perhaps a storehouse of valuable relics.They had no idea what they had found.At his side, the priest Quitzai twitched his tail thrice. It was time.With a near-subsonic click, Teq-Toq rose from concealment and sent avenomous dart whistling into the neck of the nearest Chaos Warrior.Theman tensed, before dropping, his body wracked with convulsions.Others fell as more skinks joined the barrage. The humans turned,raised their shields, and in doing so took their gaze from the zigguratjust as Quitzai began to chant a rasping, reptilian invocation. The orbatop the glyph-marked structure pulsed into life. Lightning crackledaround the device, the jungle stirring with vengeful fury. Thewarbandleader’s battle-cry fell silent as a barbed stranglevine wrapped aroundher neck and squeezed. Others cried out as the ground beneath themturned to a devouring quagmire. Crest twitching in satisfaction,Teq-Toq chirruped an order before he and his spawn-kin disappearedback into the steaming jungle depths.The technology of the Seraphon defies mortal understanding, and the Realmshaper Engines are but one exampleof their many arcane relics. Whether used to target specific areas of the realms for reforming or shroud thetemple-cities of the Coalesced, these strange ziggurats thrum constantly with waves of mysterious cosmic power.Another Custodes Libris share. Buy the stuff if you like it!


63DESCRIPTIONA Realmshaper Engine is a singleterrain feature. It is an obstacle.GARRISONA Realmshaper Engine can begarrisoned. The models makingup the garrison of a RealmshaperEngine must have a combinedWounds characteristic of 20 or less(if this would preclude all of themodels in a unit from garrisoningthe Realmshaper Engine, thenthe unit cannot garrison theRealmshaper Engine).SCENERY RULESPower Unleashed: Thewaves ofpower that spread from an activatedRealmshaper Engine bring thesurrounding landscape to violent life.In your hero phase, if this model isgarrisoned by a friendly SERAPHONWIZARD or friendly SERAPHONPRIEST, you can pick 1 terrainfeature anywhere on the battlefieldand roll a dice for each enemy unitwithin 3\" of that terrain feature. Add2 to the roll if that terrain featureis within 18\" of this model, andsubtract 2 from the roll if that terrainfeature is more than 36\" from thismodel. On a 4+, that enemy unitsuffers D3 mortal wounds.There are no lengths the Seraphon will not go to in order to see the Great Plan fulfilled. At a Starmaster’s decree,Realmshaper Engines are deployed to remake reality in line with the Old Ones’ will, rendering the lands a primordial haven for the lizardfolk and a sweltering, inhospitable nightmare for their foes.REALMSHAPER ENGINEKEYWORDS SCENERY, REALMSHAPER ENGINESCENERY WARSCROLLAnother Custodes Libris share. Buy the stuff if you like it!


Dracothion’s Tail64ABILITIESAppear on Command: At the will of theirStarmasters, the reptilian throngs of Dracothion’s Tailappear suddenly on the battlefield, emerging frombeams of starlight to savage their foes.Instead of setting up a friendly DRACOTHION’S TAILunit on the battlefield, you can place it to one side andsay that it is set up waiting to appear at command as areserve unit. You can set up 1 reserve unit waiting toappear at command for each friendly DRACOTHION’STAIL unit you have already set up on the battlefield.At the end of your movement phase, you can set upone or more of the reserve units waiting to appearat command on the battlefield, more than 9\" fromany enemy units and wholly within 18\" of a friendlyDRACOTHION’S TAIL SLANN. Any reserve unitswaiting to appear at command which are not set upon the battlefield before the start of the fourth battleround are slain.COMMAND TRAITA DRACOTHION’S TAIL SLANN general must havethis command trait instead of one listed on page 57. Ancient Knowledge: The slann of Dracothion’s Tail are amongst the wisest and most revered of all their kind.This general knows 1 extra spell from the Lore ofCelestial Domination (pg 60). In addition, you canre-roll 1 casting, dispelling or unbinding roll for thisgeneral each hero phase.ARTEFACT OF POWERThe first DRACOTHION’S TAIL HERO to receive anartefact of power must be given the Godbeast Pendant.Godbeast Pendant: This artefact grants the bearer asmall measure of Dracothion’s divine immortality.The first time the bearer is slain, before removing themfrom the battlefield,roll a dice. On a 1-3, the beareris slain. On a 4-6, the bearer is not slain, all woundsallocated to them are healed, and any wounds thatcurrently remain to be allocated to them are negated.DRACOTHION’S TAILWhipping across the heavens, Dracothion’s Tail is said to mirror the mood of Azyr itself. The Seraphon warriorsof this vast constellation are swift and unpredictable, and when bolstered by the blessings of their mysticalStarmasters they strike without warning to bring the vengeance of the heavens down upon their foes.No Starborne strike more suddenly than the armiesof Dracothion’s Tail. From their celestial empire inthe uppermost reaches of Azyr, far beyond the light ofSigendil, their warriors are suffused with the energiesof the heavens. Few Seraphon are better at diviningthe celestial portents than the mage-commanders ofDracothion’s Tail. Through their adept reading of theskeins of fate these ancient beings can predict just whento strike for maximum effect. It is their belief that theGreat Plan can only be fulfilled through countless smallactions, each one plotted carefully to resonate throughthe fabric of the universe and contribute to the cosmicdestiny of the Seraphon.Thewarriors of Dracothion’s Tail attack with faultlessprecision, manifesting in bright pulses of starlightexactly where they can cause the most damage. Themany Starmasters of the constellation have refined theirstrategies through centuries of war; having dwelt solong in the upper reaches of Azyr, they are amongst thegreatest practitioners of the mystic arts in all of creation.The greatest champions of Dracothion’s Tail are livingembodiments of Azyr, often entering battle bearing all manner of sacred artefacts charged with the power of theheavenly realm. Some of these are rumoured to have beenbestowed by the claw of Dracothion himself. Protectedby such mystic energies, these Seraphon warleaders aretireless in their pursuit of the Great Plan.Another Custodes Libris share. Buy the stuff if you like it!


Fangs of Sotek65ABILITIESFirst to Battle: Like the tip of a spear or head of a hurled javelin, the vanguard of the Fangs of Sotek driveforwards with blinding speed to strike at the enemy.In the first battle round, add 3\" to the Movecharacteristic of FANGS OF SOTEK SKINK units.COMMAND ABILITYParting Shot: The skinks of the Fangs of Sotek excel asskirmishers. Thosewho attempt to charge them swiftlyfall beneath a hail of javelins and poisoned blowdarts.You can use this command ability at the endof the enemy charge phase. If you do so, pick 1friendly FANGS OF SOTEK SKINKS unit from theSkinks warscroll, or friendly FANGS OF SOTEKCHAMELEON SKINKS unit, that is wholly within 18\"of a friendly FANGS OF SOTEK HERO. That SKINKS or CHAMELEON SKINKS unit can shoot. After you haveresolved all of that unit’s shooting attacks, roll a dice.On a 4+, that unit can make a normal move; if it does,it must retreat but cannot run. A unit cannot benefitfrom this command ability more than once per phase.COMMAND TRAITA FANGS OF SOTEK SAURUS general must have thiscommand trait instead of one listed on page 57. Old and Grizzled: Saurus once formed the mainstay ofFangs of Sotek armies, and their commanders have notforgotten the many ways to hunt down the foe.If this general is part of your army and on thebattlefield at the start of your hero phase, roll a dice.On a 3+, you receive 1 extra command point.ARTEFACT OF POWERThe first FANGS OF SOTEK HERO to receive an artefactof power must be given the Serpent God Dagger.Serpent God Dagger: Thiscurved blade secretes a deadly and hideously painful venom. Pick 1 of the bearer’s melee weapons. At the end ofany phase, if any wounds inflicted by that weapon inthat phase were allocated to an enemy model and notnegated, and that enemy model has not been slain, roll a dice. On a 5+, that enemy model is slain.FANGS OF SOTEKTheFangs of Sotek strike as swiftly as a streaking meteor. Cohorts of stealthy skirmishers populate their armies,and are masters of the hit-and-run attack; enemies find it impossible to land a blow against the crafty skinkwarriors, their plans cast into ruin in the moments before a brutal saurus assault crashes home.Much of the Fangs of Sotek’s strength remainssequestered in the heavens, ready to be called into actionat a moment’s notice. Many skinks from the constellationhave, however, embedded themselves into the free citiesof Sigmar. When these skinks discover a threat to theirhost city the Starmaster Zectoka lets loose the fury ofhis Starborne warhosts. They strike when the winds ofAzyr blow strongest across the Mortal Realms, ridingthe celestial currents to assail those who would threatenthe Starmaster’s great endeavour. Countless maraudingarmies have been set upon and destroyed by the Fangs ofSotek, while the settlements of Order remain blissfully unaware of the averted threat.The Fangs of Sotek are amongst the most battle-hungryof all Starborne, their cohorts and warbeasts burningwith bright celestial energy as they storm across the field.Enemies find themselves overwhelmed before they have a chance to redress their battle line, outmanoeuvred bythe tactical mastery of veteran saurus warleaders andthe skinks’ peerless knowledge of the local terrain. Theceremonial serpent daggers borne by honoured membersof the Fangs of Sotek are more than just deadly weapons.Each is a symbol of authority and proven prowess inbattle; the wily Seraphon that wield them are mastersof the ambush and the feigned flight, directing theirwarriors in complex manoeuvres to disorient the foe – a hundred poisonous bites leading to a savage killing blow.Another Custodes Libris share. Buy the stuff if you like it!


Koatl’s Claw66ABILITIESSavagery Incarnate: The saurus of Koatl’s Claw arerenowned as being the most primordially vicious oftheir kind.Add 1 to hit rolls for attacks made by friendly KOATL’SCLAW SAURUS units that made a charge move in thesame turn.COMMAND ABILITYControlled Fury: The saurus lords of Koatl’s Claw arecapable of unleashing the ravening fury of their kin.You can use this command ability at the start of thecombat phase. If you do so, pick 1 friendly KOATL’SCLAW SAURUS unit wholly within 24\" of a friendlyKOATL’S CLAW SAURUS HERO. That unit counts as having made a charge move in that turn for thepurposes of the Savagery Incarnate ability.COMMAND TRAITA KOATL’S CLAW SAURUS general must have thiscommand trait instead of one listed on page 57. Dominant Predator: Even the most frenzied saurus ofKoatl’s Claw pay respect to this mighty alpha-lizard.Roll a dice each time this general is used to issue acommand to a friendly KOATL’S CLAW SAURUS unit.On a 4+, you receive 1 extra command point.ARTEFACT OF POWERThe first KOATL’S CLAW HERO to receive an artefact ofpower must be given the Eviscerating Blade.Eviscerating Blade: The serrated teeth of this heavyblade can tear through flesh with sickening ease,ripping apart organs and severing limbs in gorydisplays of primeval violence.Pick 1 of the bearer’s melee weapons. If the unmodifiedhit roll for an attack made with that weapon is 6,that attack inflicts 2 mortal wounds on the target inaddition to any normal damage.KOATL’S CLAWButchery and brutality are the hallmarks of Koatl’s Claw. The sheer savagery of Ghur has buried its way into thehearts of these Coalesced, rendering them furious and unsubtle fighters. Their saurian legions fight without heedfor their own survival, a tide of thick scale and sharp fangs come to obliterate all before them.Only the most courageous, or the most foolhardy, darestand before the charge of a Koatl’s Claw temple-host.The brutality of their saurus is the stuff of dark renown,and those who enter the dense and shadowy jungles ofMekitopsar invite nothing but a swift and violent death.Shorn of the guidance of their Starmaster, the Seraphonof Koatl’s Claw instinctively seek to survive at any cost.The endless warring undertaken by the constellationhas forced them to operate their spawning pools at anincredibly rapid pace; the agony this forces onto thenewly birthed saurus stays with them throughout theirtypically short lives, inspiring a brutal killing fury that even the cold-blooded Seraphon struggle to repress.There is no subtlety to the strategies employed by Koatl’sClaw – indeed, the primary concern of their warlordsis simply ensuring their frenzied saurus cohorts directtheir rage at the enemy. The rate of attrition amongst theconstellation’s armies is high, for its warriors pay littlemind to thoughts of self-preservation while there is fleshto tear and bones to snap, but the bloodthirsty violencethey are capable of unleashing more than compensatesfor this potential deficiency. The commanders of Koatl’sClaw are amongst the most fearsome warleaders in all theMortal Realms. Theirfavoured weapons are butcheringblades of terrible power, and each of these championspawn-lords is capable of slaughtering entire ranks ofenemy warriors.Another Custodes Libris share. Buy the stuff if you like it!


TheThunderLizard67ABILITIESMighty Beasts of War: The spawning pools of theThunder Lizard give rise to bioengineered monsters ofterrible power.Add 2 to the Wounds characteristic of THUNDERLIZARD MONSTERS. COMMAND ABILITYTrove of Old One Technology: The golden vaults ofthe Thunder Lizard contain some of the most powerfulknown artefacts of the Old Ones.You can use this command ability at the end of yourshooting phase. If you do so, pick 1 friendly THUNDERLIZARD BASTILADON, or friendly THUNDER LIZARDENGINE OF THE GODS, that is wholly within 18\" of a friendly THUNDER LIZARD HERO. If that unit is a BASTILADON, it can shoot with its Solar Engine evenif it has already done so in that phase. If that unit is an ENGINE OF THE GODS, you can make a cosmicengine roll for it even if you have already done so inthat phase. A unit cannot benefit from this commandability more than once per phase.COMMAND TRAITA THUNDER LIZARD general with a MONSTER mountmust have this command trait instead of one listed onpage 57. Prime Warbeast: This beast is particularly vicious.Add 1 to the Attacks characteristic of the weaponsused by this general’s mount.ARTEFACT OF POWERThe first THUNDER LIZARD HERO to receive an artefact of power must be given the Fusilof Conflagration.Fusil of Conflagration: This ancient relic can unleashpowerful, if unpredictable, blasts of cosmic energy.In your shooting phase, you can pick 1 enemy unitwithin 12\" of the bearer and visible to them and roll a dice. On a 1, this artefact cannot be used again forthe rest of the battle. On a 2-3, nothing happens. On a 4-5 that enemy unit suffers D3 mortal wounds. On a 6,that enemy unit suffers D6 mortal wounds.THE THUNDER LIZARDGuardians of the Old Ones’ most precious treasures, the ThunderLizard brook no intruders into their domains.Their golden temple-cities rise high amidst the most magically volatile wildlands of the Mortal Realms, and theirarmies are filled with technological relics of a lost age and the most fearsome beasts of war imaginable.Even for the Seraphon, the Thunder Lizard are reclusive.To them falls the task of taming the most unstable nodesof the Astromatrix Arcane, as well as to protect the mostpowerful relics of the Old Ones. It is a duty they pursuewith unshakeable focus, never shrinking before theprotean horrors that stalk the Realm’s Edge. To aid themin their sacred mission, the priests of the Thunder Lizardhave become adept at introducing minute quantitiesof Chamonite realmstone to the arcane engineswhich incubate and hatch the reptilian monsters thataccompany them to war. Though these creatures are verymuch flesh and blood, the magical accelerant introducedinto their creation renders them amongst the most deadlyof all their bestial kin.It is these scaled monsters that form the core of theThunder Lizard’s armies in the field. Not only is each a powerhouse in its own right, but upon their backs manybear artefacts of the Old Ones capable of tearing realityasunder. Though the Seraphon of the Thunder Lizardunderstand little of these devices’ true function, they dopossess the knowledge to wield them to deadly effect.Searing solar energies scour the battlefield while theEngines of the Gods remake universal laws at random.The masters of the Thunder Lizard, mounted upon thegreatest alpha-beasts, are regularly entrusted with relicsof great cosmic power, many of which can be used asfearsome weapons with which to annihilate their foes.Another Custodes Libris share. Buy the stuff if you like it!


Battleplan: TheTables Turned68 BATTLEPLANTHE TABLES TURNEDThe Seraphon are an enigmaticforce in the Mortal Realms, andtheir actions are almost impossibleto predict. Only the slann cantruly know the impact of theirdeeds, and the reasons for whichtheir reptilian hosts make war. Yetthough they can fulfil the role ofdestroyer, the Seraphon are alsoguardians. When those who are deemed to have a key role to playin the Great Plan are imperilled,the armies of the constellationswill go to any lengths to see thempreserved. After the threat haspassed and the enemy lies dead theSeraphon hosts disappear as swiftly as they came, leaving those theyhave rescued to ponder the meaningof the strange intervention.This battleplan allows you torecreate such an intervention by a Starborne starhost, though it caneasily be modified to represent an ambush by a Coalescedtemple-host. In flashes of lightthe Seraphon arrive amidst eventhe deadliest terrain, navigatingthe treacherous lands as they setthemselves upon the foe. Theymust destroy their enemy swiftlyand without mercy, before thosethey have come to safeguard can belaid low.THE ARMIESEach player picks an army as described in the core rules. Oneplayer is the Seraphon player.Their opponent is the Tyrant.The Seraphon player must use a Starborne Seraphon army.The Seraphon army must includethe maximum number of alliedunits possible. This means that forevery 4 units in the Seraphon army,1 must be an allied unit. All of theallied units must belong to thesame faction.SET-UPOnly the allied units from theSeraphon player’s army are set upon the battlefield at the start of thebattle. The remaining units in theSeraphon army are set up off thebattlefield as reserve units; they willbe set up during the battle using theExplosive Arrival rule opposite. TheTyrant sets up their army second,anywhere in their territory morethan 12\" from Seraphon territory.The territories are shown on the map.FIRST TURNIn this battle, the Tyrant takes thefirst turn in the first battle round.EXPLOSIVE ARRIVALThe explosive arrival of the Seraphonunleashes a shock wave of celestialmagic inimical to their foes.At the end of the Seraphon player’sfirst movement phase, they set upall of the non-allied units fromtheirarmy anywhere on the battlefield more than 9\" from any enemy units.After each of these units is set up,roll a dice for each Tyrant unit that iswithin 12\" of it. On a 5+, that Tyrantunit suffers 1 mortal wound.YAWNING CHASMSGreat chasms open up acrossthe battlefield as the land is rentasunder in the aftermath of theSeraphon’s arrival.After the Seraphon player’s firstmovement phase, the following rulesapply to both players for the rest ofthe battle. • After a friendly unit that cannotfly makes a run or charge move,roll a dice. On a 1, that unitsuffers D3 mortal wounds. Youcan re-roll the dice if the unit is a HERO or MONSTER. • When a friendly MONSTERfinishes a charge move, after youAnother Custodes Libris share. Buy the stuff if you like it!


69have rolled to see if it suffers anymortal wounds, you can pick 1enemy unit within 1\" of it thatcannot fly and roll a dice. On a 2+, that enemy unit suffers D3mortal wounds. • At the end of the combat phase,roll a dice for each unit thatfought during the phase andcannot fly. On a 1, that unitsuffers D3 mortal wounds. Youcan re-roll the dice if the unit is a HERO or MONSTER.GLORIOUS VICTORYThe battle lasts for 5 battle rounds.At the end of the battle, if one playerhas 1-9 more victory points thantheir opponent, they win a minorvictory. If one player has 10 or more victory points than their opponent,they win a major victory. Any otherresult is a draw. VICTORY POINTSAt the end of each turn, each playerscores 1 victory point for each enemyunit that was destroyed that turn.Additional victory points are scoredas follows:• +1 victory point is scored if thestarting combined Woundscharacteristic of that unit was 20 or more, +2 victory points are scoredif it was 30 or more, and so on. • +1 victory point is scored if thatunit was a MONSTER. • +1 victory point is scored if thatunit was a HERO. • +3 victory points are scored if thatunit was a general.Another Custodes Libris share. Buy the stuff if you like it!


PATHTOGLORY70 PATHTOGLORYPath to Glory campaigns centre around collecting and fighting a series of battles in the Mortal Realms. Playersstart off with a small warband. Over the course of several battles, each warband will gather more followers to jointhem in their quest for glory and renown. In order to take part in a Path toGlory campaign, you will need twoor more players. Each player willneed a HERO to be their championand must then create a warbandto follow and fight beside theirchampion during the campaign.The players fight battles against eachother using the warbands they havecreated. The results of these battleswill gain their warbands glory.After battle, warbands may swell innumbers as more warriors flock totheir banner, or existing troops maybecome more powerful.After gaining sufficient glory or growing your warband enough todominate all others through sheerweight of numbers, you will begranted a final test. Succeed, andyou will be crowned the victor of thecampaign, your glory affirmed forall time.CREATING A WARBANDIn a Path to Glory game, youdo not select an army in thenormal manner. Instead, youcreate a warband that consists of a mighty champion, battling toearn the favour of the gods, andtheir followers. The details andprogress of each warband need tobe recorded on a warband roster,which you can download for freefrom games-workshop.com.To create a warband, simply followthese steps and record the results onyour warband roster:1. First, pick a faction for yourwarband. Each faction has its own set of warband tables that are used to generate the units inthe warband and the rewards theycan receive for fighting battles.Thewarband tables included inthis battletome let you collect a Seraphon warband, but otherWarhammer Age of Sigmarpublications include warbandtables to let you collect warbandsfrom other factions.2. Next, choose your warband’schampion by selecting one ofthe options from your faction’schampion table. Give yourchampion a suitably grand name and write this down on yourwarband roster.3. Having picked your champion, thenext step is to make follower rollsto generate your starting followers.The champion you chose in step 2will determine how many followerrolls you have. To make a followerroll, pick a column from one ofthe followers tables and then roll a dice. If you prefer, instead ofrolling a dice, you can pick theresult from the followers table (thisstill uses up the roll).Sometimes a table will requireyou to expend two or more rolls, or one roll and a number of GloryPoints (see Gaining Glory), inorder to use it. Note that theoption to expend Glory Points can only be used when you add new followers to your warbandafter a battle (see Rewards ofBattle). In either case, in order togenerate a follower unit from thetable, you must have enough rollsand/or Glory Points to meet therequirements, and you can theneither roll once on the table or pick one result from the table ofyour choice. If you expend GloryPoints, you must reduce yourGlory Points total by the amountshown on the table.Followers are organised intounits. The followers table tells youhow many models the unit has.Follower units cannot includeadditional models, but they canotherwise take any options listedon their warscroll. Record allof the information about yourfollowers on your warband roster.4. You can use 1 follower roll toallow your champion to start thecampaign with a Champion’sReward or to allow 1 of yourfollower units to start thecampaign with a Follower’sReward (see Rewards of Battle).5. Finally, give your warband a name, one that will inspire respectand dread in your rivals. Yourwarband is now complete andyou can fight your first battle.Good luck!TO WAR!Having created a warband, you cannow fight battles with it againstother warbands taking part in thecampaign. You can fight battles as and when you wish, and you canuse any of the battleplans availablefor Warhammer Age of Sigmar. Theunits you use for a game must bethose on your roster.When you use a Seraphon warbandin a Path to Glory game, you can usethe battle traits from page 55 apartfrom the Coalesced Constellationsbattle trait, but you cannot use anyother Seraphon allegiance abilities.Units in a Seraphon warband mustbe COALESCED – they cannotbe STARBORNE. Any casualties suffered by a warbandare assumed to have been replacedin time for its next battle. If yourchampion is slain in a battle, it isAnother Custodes Libris share. Buy the stuff if you like it!


71assumed that they were merelyinjured; they are back to fullstrength for your next game, thirstyfor vengeance!GAINING GLORYAll of the players in the campaignare vying for glory. The amountof glory they have received isrepresented by the Glory Points thatthe warband has accumulated.As a warband’s glory increases, itwill also attract additional followers,and a warband’s champion may begranted rewards.Warbands receive Glory Points after a battle is complete. If the warbanddrew or lost the battle, it receives 1Glory Point. If it won the battle, itreceives D3 Glory Points (re-roll aresult of 1 if it won a major victory).Add the Glory Points you scored tothe total recorded on your roster.Once you have won 10 Glory Points,you will have a chance to win thecampaign (see Eternal Glory).REWARDS OF BATTLEAfter each battle, you can take one of the three following options.Alternatively, roll a D3 to determinewhich option to take.D3 Option1 Additional Followers:More loyal followers flock toyour banner.You receive 1 follower roll that can be used to select a newunit from a followers tableand add it to your warbandroster. See step 3 of Creatinga Warband for details of howto use the followers table toadd a unit to your warband.Once 5 new units have joinedyour warband, you will have a chance to win the campaign(see Eternal Glory).2 Champion’s Reward: Yourchampion’s prowess grows.Roll on your championrewards table for yourwarband and note the result on your warband roster. Yourchampion can only receive one Champion’s Reward – if theyalready have a Champion’sReward, you must take a Follower’s Reward instead.3 Follower’s Reward: Yourwarriors become renowned formighty deeds.Pick 1 unit of followers andthen roll on the followersrewards table for yourwarband. Note the result on your warband roster.A unit can only receive one Follower’s Reward. Ifall of your follower unitshave a Follower’s Reward,you must take AdditionalFollowers instead.ETERNAL GLORYThere are two ways to win a Pathto Glory campaign: by Bloodor by Might. To win by Blood,your warband must first have 10Glory Points. To win by Might,your warband must have at least5 additional units of followers. Ineither case, you must then fightand win one more battle to win thecampaign. If the next battle you fightis tied or lost, you do not receive anyGlory Points – just keep on fightingbattles until you win the campaign…or another player wins first!You can shorten or lengthen acampaign by lowering or raisingthe number of Glory Points neededto win by Blood or the number ofextra units that must join a warbandto win by Might. For example, for a shorter campaign, you could saythat a warband only needs 5 GloryPoints before the final fight, or for a longer one, you could say that 15are needed.Another Custodes Libris share. Buy the stuff if you like it!


Seraphon Warband Tables72FOLLOWERS REWARDS TABLEDo not roll for Seraphon followers rewards. Instead, the reward is determined by the type of follower.Ferocity Unbound: The predatoryinstincts of these saurus have beendriven to new heights.Saurus Retinues only. Improvethe Rend characteristic of Jawsweapons used by this unit by 1.TheTrap is Sprung: At anunspoken command from theirleader, these skinks attack fromcarefully prepared ambushsites, swiftly overwhelming theirchosen prey.Skink Retinues only. In your herophase, pick 1 enemy unit that isvisible to a friendly SKINK HERO. Until your next hero phase, add 1to hit rolls for attacks made by thisunit that target that unit.Beastmasters: The skink handlersof these beasts know precisely howto get the best from them in battle.Monsters and Hunting Packs only.In your hero phase, declare if thisunit will be swift or savage. If youchoose swift, until your next herophase, it can run and still shootand/or charge in the same turn. Ifyou choose savage, until your nexthero phase, add 1 to the Attackscharacteristic of its melee weapons.SERAPHON WARBAND TABLESUse the following tables to determine the champion that leads your warband, the followers that make up the otherunits in the warband, and the rewards the warband receives after battle.CHAMPION TABLEChampion FollowerRollsSlann Starmaster, Saurus Oldblood on Carnosaur, Skink Oracle on Troglodon or Stegadon with Skink Chief2Saurus Scar-Veteran on Carnosaur or Skink Starseer 3Saurus Oldblood, Saurus Sunblood,Saurus Scar-Veteran on Cold One, SkinkStarpriest, Skink Priest, Terradon Chief or Ripperdactyl Chief4RETINUE FOLLOWERS TABLED6 Saurus Skinks1 10 Saurus Warriors 20 Skinks2 10 Saurus Warriors 20 Skinks3 5 Saurus Guard 20 Skinks4 5 Saurus Guard 10 Chameleon Skinks5 5 Saurus Knights 3 Terradon Riders6 5 Saurus Knights 3 Ripperdactyl RidersHERO FOLLOWERS TABLED6 Saurus Skinks1 Saurus Astrolith Bearer Skink Priest2 Saurus Eternity Warden Skink Priest3 Saurus Sunblood Skink Priest4Saurus Scar-Veteranon Cold OneTerradon Chief or Ripperdactyl Chief5-6 Saurus Oldblood Skink StarpriestHUNTING PACK FOLLOWERS TABLED6 Followers1-3 Salamander Hunting Pack4-6 Razordon Hunting PackMONSTER FOLLOWERS TABLE(uses 2 rolls, or 1 roll and 1 Glory Points)D6 Followers1-3 3 Kroxigor4-5 Stegadon6 BastiladonMIGHTY HERO FOLLOWERS TABLE(uses 2 rolls, or 1 roll and 1 Glory Point)D6 Followers1-3 Engine of the Gods4-6 Saurus Scar-Veteran on CarnosaurAnother Custodes Libris share. Buy the stuff if you like it!


73CHAMPION REWARDS TABLESLANN only.D6 Reward1 Arcane Might: Thisslann commands the flow ofmagic on the battlefield.You can re-roll 1 casting, dispelling or unbinding roll for this champion eachhero phase.2-3 Vast Intellect: No secret is unknown to the mindof this unfathomable being.This champion knows 1 spell from the Lore ofCelestial Domination (pg 60).4 Great Rememberer: Themanoeuvres ordered bythis slann recall the constellations above.If this champion is part of your warband and onthe battlefield at the start of your hero phase, roll a dice. On a 4+, you receive 1 extra command point.5-6 Artefact of Power: An ancient artefact of powerhas come into this champion’s possession.Randomly generate one artefact of power forthis champion from the Treasures of the OldOnes table (pg 58).CHAMPION REWARDS TABLESAURUS only.D6 Reward1 Disciplined Fury: When this saurus strikes,they do so with cold-blooded precision.You can re-roll hit rolls of 1 for attacks madewith melee weapons by this champion.2 Thickly Scaled Hide: The hard scales coveringthis battle-scarred champion can deflect even thesharpest blade.You can re-roll save rolls of 1 for attacks thattarget this champion.3 Mighty Warleader: Thissaurus guides itswarriors in battle with bellowing roars. If this champion is part of your army and on thebattlefield at the start of your hero phase, roll a dice. On a 4+, you receive 1 extra command point.4-6 Artefact of Power: An ancient artefact of powerhas come into this champion’s possession.Randomly generate one artefact of power forthis champion from the Celestial Relics of theWarrior table (pg 59).CHAMPION REWARDS TABLESKINK only.D6 Reward1-2 Master of Star Rituals: Azyr’s light shinesbrightly on this champion.Add 1 to casting rolls for this champion if theyare a WIZARD. If they are not a WIZARD, once per battle round, they can use the Herald of theOld Ones command ability from the Skink Priestwarscroll without a command point being spent.3 Nimble: Thisskink is preternaturally agile.Add 1\" to this champion’s Move characteristic,and add 1 to save rolls for attacks thattarget them.4 Cunning: With reptilian calculation this skinklooks for opportunities to strike.At the start of the combat phase, you can pick1 enemy HERO within 3\" of this champion androll a dice. On a 4+, that enemy HERO suffers 1mortal wound.5-6 Artefact of Power: An ancient artefact of powerhas come into this champion’s possession.Randomly generate one artefact of powerfor this champion from the Vestments of thePriesthood table (pg 59).Another Custodes Libris share. Buy the stuff if you like it!


WARSCROLLSWarscroll Battalion: Eternal Temple-Host74ABILITIESPrimal Vistas: The energy of theAstromatrix radiates from an Eternal Temple-host, reshaping thelands it passes through.If the SLANN, STARSEER or ORACLEfrom this battalion is on thebattlefield, the Primeval Domainbattle trait (pg 55) applies to allterrain features, not just those inyour territory.WARSCROLL BATTALIONETERNAL TEMPLE-HOSTThepounding drums of war herald the arrival of an Eternal Temple-host. A mighty assemblage of CoalescedSeraphon, these reptilian warriors fall upon their enemies with unrelenting aggression. Sunclaw Temple-hoststear through the foe’s armoured elite, while their Thunderquake and Firelance brethren launch charge afterdevastating charge. As the Shadowstrike Temple-hosts spring cunning ambushes, the mystical master of the armywatches on, tapping into the power of the Astromatrix to remake the land to better serve the Seraphon.WARSCROLLSThissection includes the Seraphon warscrolls, warscroll battalions and endless spell warscrolls. UpdatedMarch 2020; the warscrolls printed here take precedence over any warscrolls with an earlier publication date or no publication date.ORGANISATION• 1 SLANN, Skink Starseer or Skink Oracle on Troglodon• 1 Eternity Warden• 3 Saurus Guard units • 2+ Sunclaw Temple-hosts• 1+ Firelance Temple-hosts • 2+ Shadowstrike Temple-hosts • 1+ ThunderquakeTemple-hostsThis battalion can only be includedin a Coalesced army.Another Custodes Libris share. Buy the stuff if you like it!


Warscroll Battalion: SunclawTemple-hostWarscroll Battalion: Firelance Temple-hostWarscroll Battalion: Shadowstrike Temple-hostWarscroll Battalion: ThunderquakeTemple-host75ABILITIESFerocity Unbound: The predatory instincts ofCoalesced saurus are driven to new heights when they are led into battle by the mightiest of their number.Improve the Rend characteristic of Jaws weaponsused by units from this battalion by 1.ABILITIESTheTrap is Sprung: At an unspoken command fromtheir leader, the skinks of a Shadowstrike Temple-hostattack from carefully prepared ambush sites, swiftlyoverwhelming their chosen prey.In your hero phase, pick 1 enemy unit that is visibleto the STARPRIEST or PRIEST from this battalion.Until your next hero phase, add 1 to hit rolls forattacks made by units from this battalion that targetthat unit.ABILITIESSavage Hunters: The Scar-Veteran of a FirelanceTemple-host leads from the front, setting a ferociouspace for his fellow riders and driving them towards thefoe with terrifying speed.Add 3 to run and charge rolls for units from thisbattalion that are wholly within 18\" of the SCARVETERAN from the same battalion.ABILITIESBeastmasters: The skinks of a ThunderquakeTemplehost have an affinity with the reptilian beasts undertheir control, and know precisely how to get the bestfrom them in battle.In your hero phase, declare if this battalion will beswift or savage. If you choose for it to be swift, untilyour next hero phase, units from this battalion canrun and still shoot and/or charge in the same turn. Ifyou choose savage, until your next hero phase, add 1to the Attacks characteristic of melee weapons usedby units from this battalion.WARSCROLL BATTALIONSUNCLAWTEMPLE-HOSTWARSCROLL BATTALIONSHADOWSTRIKETEMPLE-HOSTWARSCROLL BATTALIONFIRELANCETEMPLE-HOSTWARSCROLL BATTALIONTHUNDERQUAKETEMPLE-HOSTORGANISATION• 1 Saurus Oldblood or Saurus Sunblood• 3 Saurus Warriors unitsThis battalion can only be included in a Coalesced army.ORGANISATION• 1 Skink Starpriest or Skink Priest • 2 units of Skinks or Chameleon Skinksin any combination• 1 unit of Terradon or Ripperdactyl RidersThis battalion canonly be included in a Coalesced army.ORGANISATION• 1 SCAR-VETERAN• 3 Saurus Knights unitsThis battalion can only be included in a Coalesced army.ORGANISATION• 1 Engine of the Gods or Stegadon withSkink Chief • 2 Bastiladons or Stegadons inany combination• 1 Kroxigor unit or HUNTING PACKThis battalion canonly be included in a Coalesced army.Another Custodes Libris share. Buy the stuff if you like it!


Warscroll Battalion: Eternal Starhost76ABILITIESCelestial Reinforcement: The concentrated Azyrite energies of an EternalStarhost act as a beacon, allowing its master to summon further warriors fromtheir temple-fleet with incredible ease. At the start of your hero phase, you receive D3 celestial conjuration points ifthe SLANN, STARSEER or ORACLE from this battalion is on the battlefield.WARSCROLL BATTALIONETERNAL STARHOSTORGANISATION• 1 SLANN, Skink Starseer or Skink Oracle on Troglodon• 1 Eternity Warden• 3 Saurus Guard units • 2+ Sunclaw Starhosts • 1+ Firelance Starhosts • 2+ Shadowstrike Starhosts • 1+ Thunderquake StarhostsThis battalion can only beincluded in a Starborne army.In a brilliant flash of starlight, an Eternal Starhost arrives to enact the will of the Old Ones. Within its ranks canbe found cohort after cohort of Seraphon and reptilian monsters whose scales shine with the light of the heavens.While the saurus carve apart the enemy with merciless efficiency and the skinks launch sudden hit-and-runattacks, the leaders of the Starhost tap into the celestial power that surrounds their warriors to call forth constantreinforcements from their temple-ships in High Azyr.Another Custodes Libris share. Buy the stuff if you like it!


Warscroll Battalion: SunclawStarhostWarscroll Battalion: Firelance StarhostWarscroll Battalion: Shadowstrike StarhostWarscroll Battalion: ThunderquakeStarhost77ABILITIESStar-charged Celestite: The celestite weaponscarried by the warriors of a Sunclaw Starhost aresupercharged with the power of Azyr.Improve the Rend characteristic of Celestite weaponsused by units from this battalion by 1.ABILITIESStrike from the Stars: A subtle shifting of the heavensis the only warning of a Shadowstrike Starhost assault.Instead of setting up a unit from this battalion on thebattlefield, you can place it to one side and say that itis waiting in the stars as a reserve unit. At the end ofany of your movement phases, you can set up any ofthose units on the battlefield more than 9\" from anyenemy units. Reserve units that are not set up on thebattlefield before the start of the fourth battle roundare slain.ABILITIESBlazing Cohorts: Firelance Starhosts are saturatedwith the magic of Azyr, causing their weapons to burnwith cerulean flames.If the unmodified wound roll for an attack made witha Celestite weapon by a unit from this battalion is 6,that attacks inflicts 1 mortal wound on the target inaddition to any normal damage.ABILITIESCelestial Surge: The great beasts of the Starborne are almost invincible when they march forth as a pack,and even more so in the presence of the slann thatsummoned them to battle.In your hero phase, you can heal 1 wound allocatedto each unit from this battalion. If the unit is whollywithin 18\" of a friendly SLANN, heal D3 woundsinstead of 1.WARSCROLL BATTALIONSUNCLAWSTARHOSTWARSCROLL BATTALIONSHADOWSTRIKESTARHOSTWARSCROLL BATTALIONFIRELANCESTARHOSTWARSCROLL BATTALIONTHUNDERQUAKESTARHOSTORGANISATION• 1 Saurus Oldblood or Saurus Sunblood• 3 Saurus Warriors unitsThis battalion can only be included in a Starborne army.ORGANISATION• 1 Skink Starpriest or Skink Priest • 2 units of Skinks or Chameleon Skinksin any combination• 1 unit of Terradon or Ripperdactyl RidersThis battalion canonly be included in a Starborne army.ORGANISATION• 1 SCAR-VETERAN• 3 Saurus Knights unitsThis battalion can only be included in a Starborne army.ORGANISATION• 1 Engine of the Gods or Stegadon withSkink Chief • 2 Bastiladons or Stegadons inany combination• 1 Kroxigor unit or HUNTING PACKThis battalion canonly be included in a Starborne army.Another Custodes Libris share. Buy the stuff if you like it!


Slann Starmaster78ORDER, SERAPHON, SLANN, HERO, WIZARD, STARMASTERAncient beings created to serve the Old Ones, the Starmasters are amongst thegreatest wizards in all the realms. Thepowers of the heavens are theirs to command,the energies of the stars wielded to annihilate their enemies.DESCRIPTIONA Slann Starmaster is a single model armed withAzure Lightning.FLY: This model can fly.ABILITIESArcane Vassal: A Slann Starmaster can channelthe power of a spell through one of their followers.When this model attempts to cast a spell, beforemaking the casting roll, you can pick either 1friendly SKINK WIZARD that is within 12\" ofthis model or 1 friendly ORACLE anywhere on the battlefield. If you do so and the spell issuccessfully cast and not unbound, you must measure the range and visibility for the spellfrom that SKINK WIZARD or ORACLE. Foresight: The Starmaster casts his mind into thefuture, reading the threads of destiny as easily as a mortal would read a map.At the start of your hero phase, roll 2 dicefor this model. For each 4+, you receive 1command point.Masters of Order: The slann are among thegreatest wizards in existence, and they shape thevery stars with their magic.Add 1 to casting, dispelling and unbindingrolls for this model. In addition, this model canattempt to unbind enemy spells that are castanywhere on the battlefield and attempt to dispelendless spells anywhere on the battlefield.MAGICThis model is a WIZARD. It can attempt to cast3 spells in your own hero phase and attemptto unbind 3 spells in the enemy hero phase.It knows the Arcane Bolt, Mystic Shield andComet’s Call spells.Comet’s Call: His consciousness soaring up to theheavens, the caster summons a cluster of cometsbefore casting them into the enemy’s ranks.Comet’s Call has a casting value of 7. Ifsuccessfully cast, you can pick up to D3 differentenemy units anywhere on the battlefield. Eachof those units suffers D3 mortal wounds (rollseparately for each). If the casting roll was 10+,pick up to D6 different enemy units instead ofup to D3.COMMAND ABILITIESGift from the Heavens: At a Starmaster’scommand, his followers are wrapped in a mantleof Azyrite energy, allowing themto disregardthenatural laws that govern the Mortal Realms.You can use this command ability in your herophase. If you do so, pick 1 friendly SERAPHONunit wholly within 18\" of a friendly model withthis command ability. Until your next herophase, that unit can fly and you can add 1 tosaverolls for attacks made with missile weapons thattarget that unit. You can only use this commandability once per hero phase.SLANN STARMASTERWARSCROLLKEYWORDSMELEE WEAPONS Range Attacks To Hit To Wound Rend DamageAzure Lightning 3\" 6 4+ 3+ -1 15\"97 4+Another Custodes Libris share. Buy the stuff if you like it!


Lord KroakLORD KROAK79WARSCROLL5\"97 4+ORDER, SERAPHON, SLANN, HERO, WIZARD, STARMASTER, LORD KROAKDespite his deathly state, Lord Kroak is the most powerful of all slann. The venerableRelic Priest appears unbidden when the Great Plan is most imperilled, the foes of theSeraphon laid to waste through an onslaught of arcane power.DESCRIPTIONLord Kroak is a named character that is a singlemodel. He is armed an Azyrite Force Barrier.FLY: Lord Kroak can fly.ABILITIESArcane Vassal: A Slann Starmaster can channelthe power of a spell through one of their followers.When this model attempts to cast a spell, beforemaking the casting roll, you can pick either 1friendly SKINK WIZARD that is within 12\" ofthis model or 1 friendly ORACLE anywhere on the battlefield. If you do so and the spell issuccessfully cast and not unbound, you must measure the range and visibility for the spellfrom that SKINK WIZARD or ORACLE. Azyrite Force Barrier: Lord Kroak’s desiccatedform is protected by a crackling energy field thatblasts enemies who dare come close.TheAttacks characteristic of Azyrite ForceBarrier is equal to the number of enemymodels within 3\" of the attacking model whenthe number of attacks made with the weaponis determined.Dead for Innumerable Ages: Lord Kroak is no longer alive in the conventional sense; hisancient and withered form is preserved only by hisindomitable spirit. As such, he is almost immuneto all but the most devastating attacks.Roll a dice each time you allocate a woundor mortal wound to this model. On a 4+, thatwound or mortal wound is negated.Impeccable Foresight: Lord Kroak casts his mindinto 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 dicefor this model. For each 4+, you receive 1command point.Masters of Order: The slann are among thegreatest wizards in existence, and they shape thevery stars with their magic.Add 1 to casting, dispelling and unbindingrolls for this model. In addition, this model canattempt to unbind enemy spells that are castanywhere on the battlefield and attempt to dispelendless spells anywhere on the battlefield.MAGICLord Kroak is a WIZARD. He can attempt tocast 4 spells in your own hero phase and attemptto unbind 4 spells in the enemy hero phase. Heknows the Arcane Bolt, Mystic Shield, CelestialDeliverance and Comet’s Call spells.Celestial Deliverance: Lord Kroak’s palanquinquivers with barely contained force beforeunleashing ruination on the enemies ofthe Seraphon.The caster can attempt to cast this spell upto 3 times in the same hero phase. CelestialDeliverance has a casting value of 7 the first timeit is attempted in a phase, a casting value of 8the second time it is attempted in a phase, and acasting value of 9 the third time it is attemptedin a phase.Each time this spell is successfully cast, pick upto 3 different enemy units within 10\" of the casterand visible to them, and roll 1 dice for each unityou pick. On a 2+, that unit suffers D3 mortalwounds. If that unit is a CHAOS DAEMON unit, on a 2+ it suffers 3 mortal wounds instead of D3mortal wounds.Comet’s Call: His consciousness soaring uptotheheavens, the caster summons a cluster of cometsbefore casting them into the enemy’s ranks.Comet’s Call has a casting value of 7. Ifsuccessfully cast, you can pick up to D3 differentenemy units anywhere on the battlefield. Eachof those units suffers D3 mortal wounds (rollseparately for each). If the casting roll was 10+,pick up to D6 different enemy units insteadofup to D3.COMMAND ABILITIESGift from the Heavens: At a Starmaster’scommand, his followers are wrapped in a mantleof Azyrite energy, allowing themto disregardthenatural laws that govern the Mortal Realms.You can use this command ability in your herophase. If you do so, pick 1 friendly SERAPHONunit wholly within 18\" of a friendly model withthis command ability. Until your next herophase, that unit can fly and you can add 1 tosaverolls for attacks made with missile weapons thattarget that unit. You can only use this commandability once per hero phase.KEYWORDSMELEE WEAPONS Range Attacks To Hit To Wound Rend DamageAzyrite Force Barrier 3\" See below 3+ 3+ -1 1Another Custodes Libris share. Buy the stuff if you like it!


Saurus OldbloodSaurus Sunblood80ORDER, SERAPHON, SAURUS, HERO, SUNBLOODDESCRIPTIONA Saurus Sunblood is a single model armed witha Celestite Warmace and Fearsome Jaws.ABILITIESPrimal Rage: A Sunblood in full battle-rage is atrue embodiment of the Seraphon’s savage fury.If the unmodified hit roll for an attack madeby this model is 6, that attack scores 2 hits onthe target instead of 1. Make a wound and saveroll for each hit. In addition, if the unmodifiedwound roll for an attack made by this model is 6,that attack inflicts 1 mortal wound on the targetin addition to any normal damage.COMMAND ABILITIESScent of Weakness: The Sunblood raises hiswarmace, points it at an enemy and lets loose achilling predatory roar. You can use this command ability in the combatphase. If you do so, pick 1 enemy unit within12\"of a friendly model with this command ability.Until the end of that phase, add 1 to woundrollsfor attacks made by friendly SAURUS modelsthat target that enemy unit. A unit cannot benefitfrom this command ability more than once per phase.SAURUS SUNBLOODWARSCROLLKEYWORDSMELEE WEAPONS Range Attacks To Hit To Wound Rend DamageCelestite Warmace 1\" 6 3+ 3+ -1 1Fearsome Jaws 1\" 1 4+ 3+ - 15\"87 3+ORDER, SERAPHON, SAURUS, HERO, OLDBLOODDESCRIPTIONA Saurus Oldblood is a single model armed withFearsome Jaws and one of the following weaponoptions: Celestite Maul; Celestite Warblade;Celestite Warspear; or Celestite Greatblade.ABILITIESCold Ferocity: Saurus heroes fight with acarefully controlled fury.If the unmodified hit roll for an attack made witha Celestite weapon by this model is 6, that attackscores 2 hits on the target instead of 1. Make a wound and save roll for each hit.COMMAND ABILITIESWrath of the Seraphon: The Oldblood directsnearby saurus to unleash their savage instincts.You can use this command ability in the combatphase. If you do so, pick 1 friendly SAURUSunitwholly within 18\" of a friendly model withthiscommand ability. Until the end of that phase,you can add 1 to hit rolls for attacks made bythatunit. A unit cannot benefit fromthis commandability more than once per phase.SAURUS OLDBLOODMELEE WEAPONS Range Attacks To Hit To Wound Rend DamageCelestite Maul 1\" 3 4+ 3+ -1 D3Celestite Warblade 1\" 5 3+ 3+ - 1Celestite Warspear 2\" 4 3+ 3+ - 1Celestite Greatblade 1\" 3 4+ 3+ -1 2Fearsome Jaws 1\" 1 4+ 3+ - 1WARSCROLL5\"87 3+KEYWORDSVeterans of centuries of fearsome bloodshed, Saurus Oldbloods are the greatestcommanders of the Seraphon. Each directs their cohorts with an instinctive, savageprecision, enacting the designs of the slann with faultless loyalty.Scarred and hulking champions of battle, Sunbloods are amongst the most deadly ofall saurus. They lead their reptilian kin to smash through the weakest portion of anenemy line, their heavy maces rising and falling with merciless efficiency.Another Custodes Libris share. Buy the stuff if you like it!


Saurus Oldblood on Carnosaur81DESCRIPTIONA Saurus Oldblood on Carnosaur is a singlemodel armed with a Sunbolt Gauntlet andSunstone Spear.MOUNT: This model’s Carnosaur attacks withits Clawed Forelimbs and Massive Jaws.ABILITIESBlazing Sunbolts: The searing bolts of energyunleashed by a sunbolt gauntlet are anathema tothe daemons of the Dark Gods.Add 1 to wound rolls for attacks made witha Sunbolt Gauntlet if the target is a CHAOSDAEMON unit.Blood Frenzy: A Carnosaur that tastes flesh inthe midst of battle becomes a rampaging forceof destruction.If any enemy models are slain by woundsinflicted by this model’s attacks, for the rest ofthe battle this model can run and still charge inthe same turn.Cold Ferocity: Saurus heroes fight with acarefully controlled fury.If the unmodified hit roll for an attack made witha Celestite weapon by this model is 6, that attackscores 2 hits on the target instead of 1. Make a wound and save roll for each hit.Pinned Down: Carnosaurs tackle prey by pinningthem in place with their powerful forelimbs andthen tearing into them with their massive jaws.Add 1 to hit rolls for attacks made with MassiveJaws if the target has a Wounds characteristic of7 or less.Terror: Thisterrifying monstrosity strikes fearinto the hearts of its foes.Subtract 1 from the Bravery characteristic ofenemy units while they are within 3\" of anyfriendly units with this ability.COMMAND ABILITIESWrath of the Seraphon: The Oldblood directsnearby saurus to unleash their savage instincts.You can use this command ability in the combatphase. If you do so, pick 1 friendly SAURUSunitwholly within 18\" of a friendly model withthiscommand ability. Until the end of that phase,you can add 1 to hit rolls for attacks made bythatunit. A unit cannot benefit fromthis commandability more than once per phase.WARSCROLL812 4+KEYWORDS ORDER, SERAPHON, SAURUS, CARNOSAUR, MONSTER, HERO, OLDBLOODThemightiest Oldbloods can tame fearsome Carnosaurs, riding the terrifying beastsinto battle. Thehowl of a Carnosaur can send even the bravest warrior fleeing, for thefury of these monstrous creatures is legendary.DAMAGE TABLEWounds Suffered Move Clawed Forelimbs Massive Jaws0-2 10\" 3+ 53-4 9\" 4+ 45-7 8\" 4+ 38-9 7\" 5+ 210+ 6\" 5+ 1SAURUS OLDBLOODON CARNOSAURMISSILE WEAPONS Range Attacks To Hit To Wound Rend DamageSunbolt Gauntlet 18\" D6 3+ 4+ -1 1MELEE WEAPONS Range Attacks To Hit To Wound Rend DamageSunstone Spear (Celestite weapon) 2\" 3 3+ 3+ -1 3Clawed Forelimbs 2\" 2 3+ - 2Massive Jaws 2\" 3 4+ 3+ -1Another Custodes Libris share. Buy the stuff if you like it!


Saurus Eternity WardenSaurus Guard82ORDER, SERAPHON, SAURUS, SAURUS GUARDDESCRIPTIONA unit of Saurus Guard has any number ofmodels, each armed with a Celestite Polearm andPowerful Jaws.SAURUS GUARD ALPHA: 1 model in thisunit can be a Saurus Guard Alpha. Add 1to the Attacks characteristic of that model’sCelestite Polearm.STARDRAKE ICON BEARER: 1 in every5 models in this unit can be a StardrakeIcon Bearer. Subtract 1 from the Braverycharacteristic of enemy units while they are within 6\" of any friendly Stardrake Icon Bearers.WARDRUMMER: 1 in every 5 models inthis unit can be a Wardrummer. You canre-roll charge rolls for units that includeany Wardrummers.ABILITIESSelfless Protectors: The Saurus Guard standas aliving shield between the slann and their foes.Roll a dice before you allocate a wound or mortalwound to a friendly SLANN while it is within3\"of any friendly units with this ability. Ona 2+,you must allocate that wound or mortal woundto a friendly unit with this ability that is within3\" of that SLANN, instead of to that SLANN.SAURUS GUARDWARSCROLLKEYWORDSMELEE WEAPONS Range Attacks To Hit To Wound Rend DamageCelestite Polearm 1\" 2 3+ 3+ -1 1Powerful Jaws 1\" 1 5+ 4+ - 15\"82 4+ORDER, SERAPHON, SAURUS, HERO, ETERNITY WARDENDESCRIPTIONA Saurus Eternity Warden is a singlemodel armed with a Star-stone Mace andFearsome Jaws.ABILITIESCold Ferocity: Saurus heroes fight with acarefully controlled fury.If the unmodified hit roll for an attack made witha Celestite weapon by this model is 6, that attackscores 2 hits on the target instead of 1. Make a wound and save roll for each hit.Selfless Protectors: An Eternity Warden stands as a living shield between the slann and their foes.Roll a dice before you allocate a wound or mortalwound to a friendly SLANN while it is within 3\"of any friendly units with this ability. On a 2+,you must allocate that wound or mortal woundto a friendly unit with this ability that is within3\" of that SLANN, instead of to that SLANN. COMMAND ABILITIESPrime Guardian: Eternity Wardens use not onlythe weapons they hold in their hands to protect theslann, but also the cohorts of Saurus Guardwhowere created for that very purpose.You can use this command ability in the combatphase. If you do so, pick 1 friendly SAURUSGUARD unit wholly within 18\" of a friendlymodel with this command ability. Until theend of that phase, you can add 1 to hit rolls forattacks made by that unit. A unit cannot benefitfrom this command ability more than once per phase.SAURUS ETERNITY WARDENMELEE WEAPONS Range Attacks To Hit To Wound Rend DamageStar-stone Mace (Celestite weapon) 1\" 3 3+ 3+ -1 D3Fearsome Jaws 1\" 1 4+ 3+ - 1WARSCROLL5\"87 3+KEYWORDSUncompromising guardians of the slann, Eternity Wardens are utterly committed tothe defence of their masters. Selflessly they will place themselves in the path of the foe,weathering a storm of blows before responding with brutal violence.Patient and obstinate, Saurus Guard will not allow any harm to befall the Starmasterswhile even one of their number draws breath. Each will fight to the very last to defendtheir master, their polearms mercilessly hacking down the enemy.Another Custodes Libris share. Buy the stuff if you like it!


Saurus Scar-Veteran on Carnosaur83DESCRIPTIONA Saurus Scar-Veteran on Carnosaur is a singlemodel armed with one of the following weaponoptions: Celestite Warblade; Celestite Warspear; or Celestite Greatblade.MOUNT: This model’s Carnosaur attacks withits Clawed Forelimbs and Massive Jaws.ABILITIESBlood Frenzy: A Carnosaur that tastes flesh inthe midst of battle becomes a rampaging forceof destruction.If any enemy models are slain by woundsinflicted by this model’s attacks, for the rest ofthe battle this model can run and still charge inthe same turn.Celestite Warspear: A warspear is especiallydeadly when used by cavalry on the charge.Add 1 to the Damage characteristic of thismodel’s Celestite Warspear if this model made acharge move in the same turn.Cold Ferocity: Saurus heroes fight with acarefully controlled fury.If the unmodified hit roll for an attack made witha Celestite weapon by this model is 6, that attackscores 2 hits on the target instead of 1. Make a wound and save roll for each hit.Pinned Down: Carnosaurs tackle prey by pinningthem in place with their powerful forelimbs andthen tearing into them with their massive jaws.Add 1 to hit rolls for attacks made with MassiveJaws if the target has a Wounds characteristic of7 or less.Terror: Thisterrifying monstrosity strikes fearinto the hearts of its foes.Subtract 1 from the Bravery characteristic ofenemy units while they are within 3\" of anyfriendly units with this ability.COMMAND ABILITIESSaurian Savagery: The Scar-Veteran looses anear-splitting roar that drives nearby saurus intoakilling frenzy.You can use this command ability in the combatphase. If you do so, pick 1 friendly SAURUSunitwholly within 18\" of a friendly model withthiscommand ability. Until the end of that phase, ifthe unmodified hit roll for an attack made withamelee weapon by that friendly SAURUS unit is 6,that attack scores 2 hits on the target insteadof 1.Make a wound and save roll for each hit. Aunitcannot benefit from this command ability morethan once per phase.WARSCROLL812 4+KEYWORDS ORDER, SERAPHON, SAURUS, CARNOSAUR, MONSTER, HERO, SCAR-VETERANScar-Veteranswho have earned the right to ride a Carnosaur into battle are amongstthe most ferocious of all their ilk. Such is the combined power of saurus and warbeastthat they are capable of collapsing an entire enemy flank by themselves.DAMAGE TABLEWounds Suffered Move Clawed Forelimbs Massive Jaws0-2 10\" 3+ 53-4 9\" 4+ 45-7 8\" 4+ 38-9 7\" 5+ 210+ 6\" 5+ 1SAURUS SCAR-VETERANON CARNOSAURMELEE WEAPONS Range Attacks To Hit To Wound Rend DamageCelestite Warblade 1\" 6 3+ 3+ - 1Celestite Warspear 2\" 6 3+ 3+ - 1Celestite Greatblade 1\" 3 4+ 3+ -1 2Clawed Forelimbs 2\" 2 3+ - 2Massive Jaws 2\" 3 4+ 3+ -1Another Custodes Libris share. Buy the stuff if you like it!


Saurus Scar-Veteran on Cold OneSaurus Warriors84ORDER, SERAPHON, SAURUS, SAURUS WARRIORSDESCRIPTIONA unit of Saurus Warriors has any numberof models. The unit is armed with one of thefollowing weapon options: Celestite Cluband Powerful Jaws; or Celestite Spear andPowerful Jaws.SAURUS WARRIOR ALPHA: 1 model in thisunit can be a Saurus Warrior Alpha. Add 1 to theAttacks characteristic of that model’s CelestiteClub or Celestite Spear.STARDRAKE ICON BEARER: 1 in every5 models in this unit can be a StardrakeIcon Bearer. Subtract 1 from the Braverycharacteristic of enemy units while they are within 6\" of any friendly Stardrake Icon Bearers.WARDRUMMER: 1 in every 5 models inthis unit can be a Wardrummer. You canre-roll charge rolls for units that includeany Wardrummers.ABILITIESOrdered Cohort: Saurus are even deadlier whenfighting in organised ranks.Add 1 to the Attacks characteristic of this unit’sCelestite Clubs or Celestite Spears while this unithas 15 or more models.SAURUS WARRIORSWARSCROLL5\"81 4+KEYWORDSMELEE WEAPONS Range Attacks To Hit To Wound Rend DamageCelestite Club 1\" 1 4+ 3+ -1 1Celestite Spear 2\" 1 4+ 3+ - 1Powerful Jaws 1\" 1 5+ 4+ - 1ORDER, SERAPHON, SAURUS, COLD ONE, HERO, SAURUS SCAR-VETERANDESCRIPTIONA Saurus Scar-Veteran on Cold One is a singlemodel armed with a Celestite Warpick andFearsome Jaws.MOUNT: This model’s Cold One attacks with itsSnapping Jaws.ABILITIESCold Ferocity: Saurus heroes fight with acarefully controlled fury.If the unmodified hit roll for an attack made witha Celestite weapon by this model is 6, that attackscores 2 hits on the target instead of 1. Make a wound and save roll for each hit.COMMAND ABILITIESSaurian Savagery: The Scar-Veteran looses anear-splitting roar that drives nearby saurus into akilling frenzy.You can use this command ability in the combatphase. If you do so, pick 1 friendly SAURUSunitwholly within 18\" of a friendly model withthiscommand ability. Until the end of that phase, ifthe unmodified hit roll for an attack made withamelee weapon by that friendly SAURUS unit is 6,that attack scores 2 hits on the target insteadof 1.Make a wound and save roll for each hit. Aunitcannot benefit from this command ability morethan once per phase.WARSCROLLKEYWORDSMELEE WEAPONS Range Attacks To Hit To Wound Rend DamageCelestite Warpick 1\" 3 3+ 3+ -1 1Fearsome Jaws 1\" 1 4+ 3+ - 1Snapping Jaws 1\" 2 3+ 4+ - 18\"87 4+Scar-Veterans are the lieutenants of the saurian hosts, each a proven battlefieldcommander and deadly warrior. They regularly take to the field astride predatoryreptilian beasts, all the better to reach the thick of the fighting sooner.Saurus Warriors are the brutal heart of the Seraphon armies. Bred solely for war, theircohorts advance across the battlefield in disciplined lockstep, unleashing their coldblooded savagery only when battle is joined.SAURUS SCAR-VETERANON COLD ONEAnother Custodes Libris share. Buy the stuff if you like it!


Saurus Astrolith BearerSaurus Knights85ORDER, SERAPHON, SAURUS, HERO, TOTEM, ASTROLITH BEARERDESCRIPTIONA Saurus Astrolith Bearer is a singlemodel armed with a Celestite Warpick andFearsome Jaws.ABILITIESCelestial Conduit: An astrolith increases the flowof celestial magic in the vicinity.Add 1 to casting rolls for friendly SERAPHONWIZARDS while they are within 12\" of anymodels with this ability. In addition, add6\" to the range of any spells cast by friendlySERAPHON WIZARDS while they are within 12\"of any models with this ability.Revivifying Energies: The cosmic energiesemanating from an astrolith protect nearbySeraphon, sealing the most grievous wounds inflashes of cerulean light.Roll a dice each time you allocate a woundor mortal wound to a friendly SERAPHONunitwholly within 12\" of any models with this ability.On a 6, that wound or mortal wound is negated.SAURUS ASTROLITHBEARERMELEE WEAPONS Range Attacks To Hit To Wound Rend DamageCelestite Warpick 1\" 3 3+ 3+ -1 1Fearsome Jaws 1\" 1 4+ 3+ - 1WARSCROLL5\"86 4+KEYWORDSDESCRIPTIONA unit of Saurus Knights has any number ofmodels. The unit is armed with one of thefollowing weapon options: Celestite Bladeand Powerful Jaws; or Celestite Warspear andPowerful Jaws.MOUNT: This unit’s Cold Ones attack with theirSnapping Jaws.SAURUS KNIGHT ALPHA: 1 model in thisunit can be a Saurus Knight Alpha. Add 1 to theAttacks characteristic of that model’s CelestiteBlade or Celestite Warspear.STARDRAKE ICON BEARER: 1 in every5 models in this unit can be a StardrakeIcon Bearer. Subtract 1 from the Braverycharacteristic of enemy units while they are within 6\" of any friendly Stardrake Icon Bearers.WARDRUMMER: 1 in every 5 models inthis unit can be a Wardrummer. You canre-roll charge rolls for units that includeany Wardrummers.ABILITIESCelestite Warspear: A warspear is especiallydeadly when used by cavalry on the charge.Add 1 to the Damage characteristic of this unit’sCelestite Warspears if this unit made a chargemove in the same turn.SAURUS KNIGHTSMELEE WEAPONS Range Attacks To Hit To Wound Rend DamageCelestite Blade 1\" 2 3+ 3+ - 1Celestite Warspear 1\" 2 4+ 3+ - 1Powerful Jaws 1\" 1 5+ 4+ - 1Snapping Jaws 1\" 2 3+ 4+ - 1WARSCROLL8\"82 4+KEYWORDS ORDER, SERAPHON, SAURUS, COLD ONE, SAURUS KNIGHTSMounted on cunning predatory beasts known as Cold Ones, Saurus Knights are theshock cavalry of the Seraphon. Weapons blazing with celestial light, they crash intothe enemy with terrible, savage force.Inscribed with complex geometric and astrological symbols, an astrolith is a conduitfor the power of Azyr. Those Seraphon in the presence of such an icon fight all theharder, empowered by the energies of the heavens radiating from the artefact.Another Custodes Libris share. Buy the stuff if you like it!


Skink StarseerSkink Starpriest86DESCRIPTIONA Skink Starseer is a single model armed with an Astromancer’s Staff and Astral Bolt.FLY: This model can fly.ABILITIESCosmic Herald: Through performing complexstar-rituals, these priests can divine – andtherefore manipulate – the outcome of a battle.At the start of your hero phase, roll a dice for thismodel. On a 4+, you receive 1 command point.Astromancer’s Staff: A Starseer’s staff containsthe power to alter the flow of time.At the start of your charge phase, you can pick 1friendly SERAPHON unit wholly within 12\" ofthis model. If you do so, in that phase you canattempt to charge with that unit if it is within18\" of the enemy instead of 12\", and you roll 3D6instead of 2D6 when making the charge roll.MAGICThis model is a WIZARD. It can attempt tocast 1 spell in your hero phase and attempt tounbind 1 spell in the enemy hero phase. It knowsthe Arcane Bolt, Mystic Shield and ControlFate spells.Control Fate: Thisspell grants the caster a briefchance to influence the destiny of a friend or foe.Control Fate has a casting value of 7. Ifsuccessfully cast, pick 1 unit within 18\" of thecaster and visible to them. If that unit is anenemy unit, until your next hero phase, subtract1 from save rolls for attacks that target that unit.If that unit is a friendly SERAPHONunit, untilyour next hero phase, add 1 to save rolls forattacks that target that unit.SKINK STARSEERMISSILE WEAPONS Range Attacks To Hit To Wound Rend DamageAstral Bolt 18\" 2 3+ 3+ -1 D3MELEE WEAPONS Range Attacks To Hit To Wound Rend DamageAstromancer’s Staff 2\" 2 4+ 3+ -1 D3ORDER, SERAPHON, SKINK, HERO, WIZARD, STARSEERWARSCROLL5\"65 5+KEYWORDSORDER, SERAPHON, SKINK, HERO, WIZARD, STARPRIESTDESCRIPTIONA Skink Starpriest is a single model armed with a Serpent Staff and Venombolt.ABILITIESAstral Herald: Through performing complex starrituals, these priests can divine – and thereforemanipulate – the outcome of a battle.At the start of your hero phase, roll a dice for thismodel. On a 5+, you receive 1 command point.Serpent Staff: Channelling cosmic power throughtheir twin-headed staff, a Starpriest coats theirallies’ weapons in deadly venom. In your hero phase, you can pick 1 friendlySERAPHON unit wholly within 12\" of thismodel. If you do so, until your next hero phase, ifthe unmodified wound roll for an attack made bythat unit is 6, that attack inflicts 1 mortal woundon the target in addition to any normal damage.A unit cannot benefit from this ability more thanonce per phase.MAGICThis model is a WIZARD. It can attempt tocast 1spell in your hero phase and attempt to unbind1spell in the enemy hero phase. It knows the ArcaneBolt, Mystic Shield and Blazing Starlight spells.Blazing Starlight: The Starpriest summons theblazing light of a distant celestial body.Blazing Starlight has a casting value of 6. Ifsuccessfully cast, pick 1 enemy unit within18\"of the caster and visible to them. Until your nexthero phase, subtract 1 fromhit rolls for attacksmade by that unit.SKINK STARPRIESTMISSILE WEAPONS Range Attacks To Hit To Wound Rend DamageVenombolt 18\" 2 3+ 3+ -1 1MELEE WEAPONS Range Attacks To Hit To Wound Rend DamageSerpent Staff 1\" 2 4+ 3+ -1 1WARSCROLL8\"65 5+KEYWORDSGreatest of all the skink priesthood, the Starseers are the most powerful wizards of aconstellation after the slann themselves. Their celestial blessings allow them to gazeinto the future, influencing the skeins of fate to their masters’ unknowable ends.Blessed with great intelligence and a deep connection to Azyr, the Starpriests providefront-line magical support to the Seraphon in battle. Each is a talented wizard, able tounleash the scouring light of distant celestial bodies upon the foe.Another Custodes Libris share. Buy the stuff if you like it!


Skink Oracle on Troglodon87DESCRIPTIONA Skink Oracle on Troglodon is a single modelarmed with a Divining Rod.MOUNT: This model’s Troglodon attackswith its Noxious Spittle, Venomous Jaws andClawed Forelimbs.ABILITIESDrawn to the Screams: Troglodons are drawn tothe screams elicited by wounds inflicted by theirnoxious spittle.If any wounds inflicted by this model’s NoxiousSpittle are allocated to an enemy model and notnegated, until the end of the turn, you can re-rollcharge rolls for this model.Oracle of the Slann: An Oracle can draw uponsome of the power of their slann master no matterhow far away they may be.Add 1 to casting, dispelling and unbindingrolls for this model. In addition, this model canattempt to unbind spells that are cast anywhere on the battlefield and attempt to dispel endlessspells anywhere on the battlefield.Regeneration: Troglodons are able to regrowinjured flesh almost as soon as they are harmed.In your hero phase, you can roll a dice for thismodel. If you do so, on a 2+, heal up to D3wounds allocated to this model.Terror: Thisterrifying monstrosity strikes fearinto the hearts of its foes.Subtract 1 from the Bravery characteristic ofenemy units while they are within 3\" of anyfriendly units with this ability.Venomous Spittle: The venomthat dripsfrom a Troglodon’s jaws is extremely toxic andhighly corrosive.If the unmodified wound roll for an attackmadewith this model’s Noxious Spittle or VenomousJaws is 6, that attack inflicts 1 mortal woundonthe target in addition to any normal damage.MAGICThis model is a WIZARD. It can attempt tocast 1spell in your hero phase and attempt to unbind1spell in the enemy hero phase. This model knowsthe Arcane Bolt, Mystic Shield and Comet’sCall spells.Comet’s Call: His consciousness soaring uptotheheavens, the caster summons a cluster of cometsbefore casting them into the enemy’s ranks.Comet’s Call has a casting value of 7. Ifsuccessfully cast, you can pick up to D3 differentenemy units anywhere on the battlefield. Eachof those units suffers D3 mortal wounds (rollseparately for each). If the casting roll was 10+,pick up to D6 different enemy units insteadofup to D3.WARSCROLL612 4+KEYWORDS ORDER, SERAPHON, SKINK, TROGLODON, MONSTER, HERO, WIZARD, ORACLEConduits of celestial magic, the Oracles are blessed with a portion of the slann’smagical 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.DAMAGE TABLEWounds Suffered Move Noxious Spittle Venomous Jaws0-2 10\" 18\" 2+3-4 9\" 15\" 3+5-7 8\" 12\" 3+8-9 7\" 9\" 4+10+ 6\" 6\" 5+SKINK ORACLEON TROGLODONMISSILE WEAPONS Range Attacks To Hit To Wound Rend DamageNoxious Spittle D3 3+ 3+ - 2MELEE WEAPONS Range Attacks To Hit To Wound Rend DamageDivining Rod 1\" 2 4+ 4+ -1 D3Clawed Forelimbs 2\" 2 4+ 3+ - 2Venomous Jaws 2\" 3 4+ - 2Another Custodes Libris share. Buy the stuff if you like it!


Skink PriestSkinks88MISSILE WEAPONS Range Attacks To Hit To Wound Rend DamageStarbolt 18\" 2 4+ 3+ -1 1MELEE WEAPONS Range Attacks To Hit To Wound Rend DamageStar-stone Staff 1\" 1 4+ 4+ -1 1DESCRIPTIONA Skink Priest is a single model armed with a Starbolt and Star-stone Staff.ABILITIESStar-stone Staff: A Skink Priest can use theirStar-stone staff to fill their skink followers with a measure of Azyrite energy.In your hero phase, you can pick 1 friendlySKINK unit wholly within 12\" of this modeland roll a dice. On a 3+, until your next herophase, that unit can run and still shoot and/orcharge in the same turn, and you can add 1 tosave rolls for attacks that target that unit. A unitcannot benefit from this ability more than once per phase.COMMAND ABILITIESHerald of the Old Ones: The chirruped sermons and holy exhortations of a Skink Priest emboldentheir followers to fight all the harder.You can use this command ability in your herophase. If you do so, pick 1 friendly SKINKunitwholly within 18\" of a friendly model withthiscommand ability. Until your next hero phase,you can add 1 to hit rolls for attacks made bythatunit. A unit cannot benefit fromthis commandability more than once per phase.SKINK PRIESTORDER, SERAPHON, SKINK, HERO, PRIESTWARSCROLL8\"64 5+KEYWORDSORDER, SERAPHON, SKINKSDESCRIPTIONA unit of Skinks has any number of models. Theunit is armed with one of the following weaponoptions: Meteoric Javelin, Celestite Dagger andStar-buckler; Boltspitter and Moonstone Club;Boltspitter, Celestite Dagger and Star-buckler; or Moonstone Club and Star-buckler.SKINK ALPHA: 1 model in this unit can be a Skink Alpha. Add 1 to the Attacks characteristicof that model’s melee weapons.ABILITIESSwarming Cohort: Large cohorts of skinks canbring down the mightiest foes through sheerweight of numbers.Add 1 to the Attacks characteristic of weaponsused by this unit while it has 15 or more models.Star-buckler: Some skinks carry bucklers as resilient as the scales of a Stardrake.Add 1 to save rolls for attacks that target a unitarmed with Star-bucklers.SKINKSWARSCROLL8\"51 6+KEYWORDSThepriestly leaders of the skink communities do not shy away from fighting alongsidetheir followers. Bearing relics of their lost creator-gods, these reptilian clericspassionately inspire their kin to fight all the harder.The smallest of all Seraphon subspecies, skinks are swift and clever warriors. Thoughphysically frail they are capable of covering ground with impressive speed, swarmingas a scaly mass to unleash a storm of poison-tipped projectiles.MISSILE WEAPONS Range Attacks To Hit To Wound Rend DamageMeteoric Javelin 8\" 1 5+ 4+ - 1Boltspitter 16\" 1 5+ 5+ - 1MELEE WEAPONS Range Attacks To Hit To Wound Rend DamageCelestite Dagger 1\" 1 5+ 5+ - 1Moonstone Club 1\" 1 4+ 4+ - 1Another Custodes Libris share. Buy the stuff if you like it!


Chameleon SkinksSalamander Hunting Pack89ORDER, SERAPHON, SKINK, CHAMELEON SKINKSDESCRIPTIONA unit of Chameleon Skinks has any numberof models, each armed with a Dartpipe andCelestite Dagger.ABILITIESChameleon Ambush: Chameleon Skinks canblend with their surroundings and go into hiding.Instead of setting up this unit on the battlefield,you can place it to one side and say that it ishiding as a reserve unit. If you do so, at the endof any of your movement phases, you can set upthis unit on the battlefield more than 9\" from anyenemy units.If this unit is on the battlefield at the end of yourmovement phase, you can remove it and saythat it is hiding as a reserve unit. You can revealit as described above at the end of any of yoursubsequent movement phases.Any reserve units that are in hiding and not onthe battlefield at the start of the fourth battleround are slain.Perfect Mimicry: A Chameleon Skink lurkingamidst dense terrain is nearly impossible to spot.The cover modifier adds 3 to save rolls for attacksthat target this unit, instead of 1.Star-venom: The darts used by ChameleonSkinks are coated in deadly toxins.If the unmodified hit roll for an attack madewith a Dartpipe is 6, that attack inflicts 1 mortalwound on the target and the attack sequenceends (do not make a wound or save roll).CHAMELEON SKINKSWARSCROLL8\"51 6+KEYWORDSDESCRIPTIONA Salamander Hunting Pack has any numberof Skink Handler models, each armed with a Celestite Goad.SALAMANDERS: 1 in every 4 models inthis unit must be a Salamander instead of a Skink Handler. A Salamander has a Woundscharacteristic of 3 instead of 1 and is armed witha Stream of Fire and Burning Jaws instead of a Celestite Goad.ABILITIESIt Burns!: The corrosive liquid produced by aSalamander sticks to the target and eats througharmour, flesh and bone.If the unmodified hit roll for an attack made witha Stream of Fire or Burning Jaws is 6, that attackinflicts D3 mortal wounds on the target unit andthe attack sequence ends (do not make a woundor save roll).SALAMANDER HUNTINGPACKWARSCROLL8\"51 4+KEYWORDS ORDER, SERAPHON, SKINK, SALAMANDER, HUNTING PACKOne of the many predatory beasts bred for war by the Seraphon, Salamanders arecapable of belching forth streams of deadly liquid flame. Thosewho manage to survivethe fiery burst soon find themselves horrifically digested alive by the caustic juices.Chameleon Skinks stalk their prey with infinite patience. Able to blend perfectly intotheir environment, these peerless hunters silently creep up on their targets, beforeunleashing a storm of blowdarts covered in the most potent venoms. MISSILE WEAPONS Range Attacks To Hit To Wound Rend DamageDartpipe 16\" 2 3+ 4+ - 1MELEE WEAPONS Range Attacks To Hit To Wound Rend DamageCelestite Dagger 1\" 1 5+ 5+ - 1MISSILE WEAPONS Range Attacks To Hit To Wound Rend DamageStream of Fire 12\" 4 3+ 3+ -2 D3MELEE WEAPONS Range Attacks To Hit To Wound Rend DamageBurning Jaws 1\" 3 3+ 3+ -2 D3Celestite Goad 1\" 1 4+ 5+ - 1Another Custodes Libris share. Buy the stuff if you like it!


Razordon Hunting PackKroxigor90ORDER, SERAPHON, KROXIGORDESCRIPTIONA unit of Kroxigor has any number of models,each armed with a Drakebite Maul and Vice-likeJaws. 1 in every 3 models in this unit can replacetheir Drakebite Maul with a Moon Hammer.ABILITIESBattle Synergy: Kroxigor fight all the harder inthe presence of skinks.Add 1 to hit rolls for attacks made by this unitwhile it is wholly within 6\" of any SKINK units.Jaws Like a Steel Trap: A Kroxigor in full battlefrenzy may clamp its massive teeth around itsvictim, shaking them back and forth like a rag dollto shatter bones and rip through flesh.If the unmodified hit roll for an attack madewith Vice-like Jaws is 6, that attack inflicts 1mortal wound on the target in addition to anynormal damage.Sweeping Blows: A Kroxigor armed with aMoon Hammer swings its weapon in wide arcs,smashing aside a multitude of foes with eachblow.TheAttacks characteristic of a Moon Hammeris equal to the number of enemy models within2\" of the attacking model when the number ofattacks made with the weapon is determined.KROXIGORWARSCROLL8\"74 4+KEYWORDSORDER, SERAPHON, SKINK, RAZORDON, HUNTING PACKDESCRIPTIONA Razordon Hunting Pack has any numberof Skink Handler models, each armed with a Celestite Goad.RAZORDONS: 1 in every 4 models in this unitmust be a Razordon instead of a Skink Handler.A Razordon has a Wounds characteristic of 3instead of 1 and is armed with a Volley of Spikesand Spiked Tail instead of a Celestite Goad.ABILITIESInstinctive Defence: Razordons are highlyterritorial beasts, quick to unleash a storm ofbarbed spines when threatened.If there are any enemy units within 3\" of this unitat the end of the charge phase, and no enemyunits were within 3\" of this unit at the start ofthat phase, each Razordon in this unit can make a shooting attack with its Volley of Spikes butthe Attacks characteristic for that attack is D6instead of 2D6.Piercing Barbs: The volleys of spikes unleashedby a Razordon are especially dangerous atshort range.Improve the Rend characteristic by 1 for anattack made with a Volley of Spikes if thedistance to the target is 6\" or less.RAZORDON HUNTINGPACKWARSCROLLKEYWORDS8\"51 4+A Razordon’s back and tail are covered in a thick layer of sharp spines that can beejected with a muscular spasm. These qualities make the beasts adept at defending keysites, for they take bestial delight in pincushioning any who stray too close.Taller and bulkier than even the most hulking saurus, each Kroxigor is a monstrouslystrong crocodilian brute. Theywade into battle alongside massed skink cohorts,crushing any who would threaten their diminutive cousins.MISSILE WEAPONS Range Attacks To Hit To Wound Rend DamageVolley of Spikes 18\" 2D6 3+ 4+ - 1MELEE WEAPONS Range Attacks To Hit To Wound Rend DamageSpiked Tail 1\" 3 3+ 3+ -2 2Celestite Goad 1\" 1 4+ 5+ - 1MELEE WEAPONS Range Attacks To Hit To Wound Rend DamageDrakebite Maul 2\" 4 4+ 3+ -1 2Moon Hammer 2\" See below 4+ 3+ -1 2Vice-like Jaws 1\" 1 4+ 3+ -1 1Another Custodes Libris share. Buy the stuff if you like it!


Bastiladon91DESCRIPTIONA Bastiladon is a single model armed with a Bludgeoning Tail, Meteoric Javelins and one ofthe following weapon options: Ark of Sotek; or Solar Engine.ABILITIESLight of the Heavens: The light of a Solar Engineis utterly lethal to the minions of Chaos.Add 1 to the damage inflicted by each successfulattack made with a Solar Engine that targets a CHAOS DAEMON unit.Tide of Snakes: So numerous are the snakesunleashed by an Ark of Sotek that it is almostinevitable some will find their way past the foe’sdefences to deliver a lethal venomous bite.If the unmodified hit roll for an attack made withan Ark of Sotek is 6, that attack inflicts 1 mortalwound on the target and the attack sequenceends (do not make a wound or save roll).BASTILADONORDER, SERAPHON, SKINK, MONSTER, BASTILADONWARSCROLL5\"610KEYWORDSMISSILE WEAPONS Range Attacks To Hit To Wound Rend DamageSolar Engine 24\" 4+ 3+ -1 2Meteoric Javelins 8\" 4 5+ 4+ - 1MELEE WEAPONS Range Attacks To Hit To Wound Rend DamageArk of Sotek 3\" 4+ 6+ - 1Bludgeoning Tail 2\" 3 3+ 3+ -1 D3With scales thicker than the hull of a Steam Tank, a Bastiladon is nearly imperviousto attack. They lumber forth heedless of even the mightiest blows, the skinks that rideupon their armoured shells operating deadly relics of the Old Ones.DAMAGE TABLEWounds Suffered Save Solar Engine Ark of Sotek0-2 1+ 9 183-4 2+ 8 155-6 3+ 7 127-8 4+ 6 99+ 4+ 5 6Another Custodes Libris share. Buy the stuff if you like it!


Terradon RidersRipperdactyl Riders92DESCRIPTIONA unit of Terradon Riders has any numberof models. The unit is armed with one of thefollowing weapon options: Starstrike Javelin; or Sunleech Bolas.MOUNT: This unit’s Terradons attack with theirRazor-sharp Jaws.FLY: This unit can fly.TERRADON RIDER ALPHA: 1 model inthis unit can be a Terradon Rider Alpha. Add1 to the Attacks characteristic of that model’smissile weapons.ABILITIESDeadly Cargo: Terradons carry heavy bouldershewn from meteoric rock and carved with sigils ofdestruction, ready to be dropped at a commandfrom their riders.Once per battle, after this unit finishes a move,you can pick 1 enemy unit and roll 1 dice foreach model in this unit that passed across anymodels from that enemy unit. For each 4+, thatenemy unit suffers D3 mortal wounds.TERRADON RIDERSORDER, SERAPHON, SKINK, TERRADON, TERRADON RIDERSWARSCROLL16\"53 6+KEYWORDSDESCRIPTIONA unit of Ripperdactyl Riders has any number ofmodels, each armed with a Moonstone Warspear.MOUNT: This unit’s Ripperdactyls attack withtheir Tearing Jaws.FLY: This unit can fly.RIPPERDACTYL RIDER ALPHA: 1 model inthis unit can be a Ripperdactyl Rider Alpha. Add1 to the Attacks characteristic of that model’sMoonstone Warspear.BLOT TOAD: You receive 1 Blot Toad marker foreach RIPPERDACTYL RIDERS unit in your army.ABILITIESToad Rage: Themere scent of a Blot Toad sendsRipperdactyls into a frenzy. It is no coincidencethat these diminutive creatures seem tomaterialise whenever the winged beasts are near. At the start of the combat phase, you can set up1 Blot Toad marker next to 1 enemy unit. If youdo so, you can re-roll hit rolls for attacks madewith Tearing Jaws by friendly RIPPERDACTYLunits that are wholly within 6\" of that enemyunit. At the end of the combat phase, removethe Blot Toad marker; it cannot be used again inthat battle.Designer’s Note: Blot Toads are not units; theyare markers that are used to keep track of whichenemy units this ability affects and howmanytimes you can use this ability during a battle.Voracious Appetite: Ripperdactyls have aconstant urge to feed, even in the midst of battle.If the unmodified hit roll for an attack madewith Tearing Jaws is 6, that attack scores 2 hits on the target instead of 1. Make a woundandsave roll for each hit.RIPPERDACTYL RIDERSORDER, SERAPHON, SKINK, RIPPERDACTYL, RIPPERDACTYL RIDERSWARSCROLL12\"53 5+KEYWORDSFew creatures can hope to match a Terradon for speed. The skinks that ride them are gifted aerial warriors, directing their mounts to swoop low over the enemy lines beforereleasing the meteoric rocks that the beasts clasp in their powerful hind claws.In a storm of snapping, razor-sharp fangs, Ripperdactyls descend to tear apart theirprey. The bloodlust of these creatures can never be sated, for in their bestial heartslurks an endless desire to kill.MISSILE WEAPONS Range Attacks To Hit To Wound Rend DamageStarstrike Javelin 12\" 2 4+ 3+ - 1Sunleech Bolas 6\" D6 4+ 3+ - 1MELEE WEAPONS Range Attacks To Hit To Wound Rend DamageRazor-sharp Jaws 1\" 4 4+ 4+ - 1MELEE WEAPONS Range Attacks To Hit To Wound Rend DamageMoonstone Warspear 1\" 1 4+ 4+ - 1Tearing Jaws 1\" 3 4+ 3+ - 1Another Custodes Libris share. Buy the stuff if you like it!


Terradon ChiefRipperdactyl Chief93ORDER, SERAPHON, SKINK, RIPPERDACTYL, HERO, RIPPERDACTYL CHIEFDESCRIPTIONA Ripperdactyl Chief is a single model armedwith a Skyblade.MOUNT: This model’s Ripperdactyl attacks withits Tearing Jaws.FLY: This model can fly.ABILITIESVoracious Appetite: Ripperdactyls have aconstant urge to feed, even in the midst of battle.If the unmodified hit roll for an attack made withTearing Jaws is 6, that attack scores 2 hits on thetarget instead of 1. Make a wound and save rollfor each hit.COMMAND ABILITIESRipperdactyl Assault: A Ripperdactyl Chief is asferocious as his mount, their example inspiringany cohorts of Ripperdactyl Riders that are nearbyto attack with unbridled fury.You can this command ability at the start ofthe combat phase. If you do so, pick 1 friendlymodel with this command ability. Untilthe end of that phase, add 1 to the Attackscharacteristic of melee weapons used by friendlyRIPPERDACTYL units that are wholly within18\" of that model.RIPPERDACTYL CHIEFWARSCROLL12\"65 5+KEYWORDSORDER, SERAPHON, SKINK, TERRADON, HERO, TERRADON CHIEFDESCRIPTIONA Terradon Chief is a single model armed witha Skyblade.MOUNT: This model’s Terradon attacks with itsRazor-sharp Jaws.FLY: This model can fly.ABILITIESLead from on High: Thiswily chieftain directstheir allies while flying high in the sky, onlydarting down for the briefest of moments tolaunch a strafing attack run. Subtract 1 from hit rolls for attacks made withmelee weapons by models that cannot fly thattarget this model.COMMAND ABILITIESCoordinated Attack: A Terradon Chief candirecthis warriors so that they unleash their deadlycargo to maximum effect.You can this command ability when a friendlyTERRADON RIDERS unit uses its Deadly Cargoability while it is wholly within 12\" of a friendlymodel with this command ability. If youdoso,the enemy unit suffers D3 mortal wounds foreach 2+ instead of each 4+.TERRADON CHIEFWARSCROLLKEYWORDS16\"65 6+Known to their kin as ‘Masters of the Skies’, Skink Chiefs who ride Terradons arecunning warriors. They are adept at remaining beyond enemy retribution, directingtheir aerial cohorts to unleash their rocky barrage at precisely the right moment.Skink Chiefs who ride Ripperdactyls are fearsome, battle-scarred warriors thatshare much in common with their ferocious mounts. Under their direction, a pack ofRipperdactyls can unleash a truly hideous storm of violence.MELEE WEAPONS Range Attacks To Hit To Wound Rend DamageSkyblade 1\" 3 3+ 4+ -1 1Razor-sharp Jaws 1\" 4 4+ 4+ - 1MELEE WEAPONS Range Attacks To Hit To Wound Rend DamageSkyblade 1\" 4 3+ 4+ -1 1Tearing Jaws 1\" 4 4+ 3+ - 1Another Custodes Libris share. Buy the stuff if you like it!


Stegadon94DESCRIPTIONA Stegadon is a single model armed with MassiveHorns, Grinding Jaws and Crushing Stomps.CREW: This model has a skink crew that attackwith Meteoric Javelins and one of the followingweapon options: Skystreak Bow; or SunfireThrowers. For rules purposes, the crew aretreated in the same manner as a mount.SKINK CHIEF: This model can include 1 SkinkChief armed with a Meteoric Warspear. If itdoes, this model has the HERO keyword but anycommand traits or artefacts of power this modelhas only affect attacks made by the Skink Chief.ABILITIESArmoured Crest: A Stegadon will turn to face afoe 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 1enemy unit within 3\" of this model and that hasup to 5 models. If you do so, until the end of thatphase, add 1 to save rolls for attacks made by thatunit that target this model.Gout of Sunfire: Sunfire throwers unleash greatroiling clouds of cosmic flame.Do not use the attack sequence for an attackmade with Sunfire Throwers.Instead, roll a number of dice equal to the number of modelsfrom the target unit within 8\" of the attackingmodel. For each 5+, the target unit suffers 1mortal wound.Steadfast Majesty: Stegadons are almost fearlessbeasts, and their stubborn refusal to back downwhen faced by even the most fearsome foesinspires great courage in nearby skinks.You can re-roll battleshock tests for friendlySKINK units while they are wholly within 18\" ofany friendly STEGADON units.Unstoppable Stampede: Stegadons are nighunstoppable as they crash through the midstof battle.Roll 1 dice for each enemy unit that is within1\"of this model when this model finishes a chargemove. On a 3+, that enemy unit suffers D3mortal wounds.COMMAND ABILITIESCoordinated Strike: A Skink Chief mountedon a Stegadon is in the perfect position to directthe efforts of those skink warriors and warbeasthandlers that are nearby, amplifying theirdestructive power.You can this command ability at the start ofthe combat phase. If you do so, pick 1 friendlySKINK unit wholly within 24\" of a friendlySTEGADON HERO with this command ability.Until the end of that phase, add 1 to the Attackscharacteristic of melee weapons used by thatSKINK unit. A unit cannot benefit fromthiscommand ability more than once per phase.STEGADONWARSCROLL510 4+A charging Stegadon is nothing less than a living battering ram. Its skink riders wieldall manner of deadly weapons, while the crushing bulk and sharpened horns of theStegadon can smash aside even the most determined defenders.MISSILE WEAPONS Range Attacks To Hit To Wound Rend DamageMeteoric Javelins 8\" 4 5+ 4+ - 1Skystreak Bow 24\" 3 3+ 3+ -1 3Sunfire Throwers 8\" 1 See belowMELEE WEAPONS Range Attacks To Hit To Wound Rend DamageMeteoric Warspear 1\" 3 3+ 3+ -1 1Massive Horns 2\" 2 3+ 3+ -1Grinding Jaws 1\" 2 3+ 3+ -1 2Crushing Stomps 1\" 3+ 3+ -1 2DAMAGE TABLEWounds Suffered Move Massive Horns Crushing Stomps0-2 8\" 4 53-4 7\" 3 45-6 6\" 2 37-9 5\" 2 29+ 4\" 1 1ORDER, SERAPHON, SKINK, HERO, MONSTER, STEGADONORDER, SERAPHON, SKINK, MONSTER, STEGADONSTEGADON WITH SKINK CHIEFSTEGADONKEYWORDSKEYWORDSAnother Custodes Libris share. Buy the stuff if you like it!


Engine of the Gods95DESCRIPTIONAn Engine of the Gods is a single model armedwith Massive Horns, Grinding Jaws andCrushing Stomps.CREW: This model has a skink crew that attackwith Meteoric Javelins. For rules purposes, thecrew are treated in the same manner as a mount.ABILITIESArmoured Crest: A Stegadon will turn to face afoe 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 1enemy unit within 3\" of this model and that hasup to 5 models. If you do so, until the end of thatphase, add 1 to save rolls for attacks made by thatunit that target this model.Cosmic Engine: The Engine of the Gods is anancient device, so powerful that it is capable ofdisrupting the natural laws of the universe.At the start of your shooting phase, you can make 1 cosmic engine roll for 1 model with thisability. Roll 2D6 and look up the roll on the tableto the right. If there is a friendly SLANN within12\" of this model, you can choose to roll 3D6instead of 2D6.Roll Effect2-3 The Engine of the Gods shakes violently as the universe resists its pull.This model suffers D3 mortal wounds.4-8 The Engine thrums furiously and abrilliant white light shines forth.Heal D3 wounds allocated to eachfriendly SERAPHON unit wholly within12\" of this model (roll separately foreach unit).9-12 Bolts of azure energy shoot from theEngine and engulf the foe.You can either pick 1 enemy unit within24\" this model that is visible to it androll 1 dice, or roll 1 dice for each enemyunit within 12\" of this model that isvisible to it. On a 2+, that unit suffers D3mortal wounds.13-17 A sudden pulse of starlight heralds themanifestation of new Seraphon warriors.You can set up 1 unit of 10 SaurusWarriors wholly within 12\" of this modeland more than 9\" from any enemy units,and add it to your army.18 Time crawls to a halt around theSeraphon warhost.For the rest of the turn you can re-rollcharge rolls for friendly SERAPHONunits wholly within 24\" of this model,and double the Attacks characteristic ofweapons used by friendly SERAPHONunits while they are wholly within 24\" ofthis model.Steadfast Majesty: Stegadons are almost fearlessbeasts, and their stubborn refusal to back downwhen faced by even the most fearsome foesinspires great courage in nearby skinks.You can re-roll battleshock tests for friendlySKINK units while they are wholly within18\" ofany friendly STEGADON units.Unstoppable Stampede: Stegadons are nighunstoppable as they crash through the midstof battle.Roll 1 dice for each enemy unit that is within1\"of this model when this model finishes a chargemove. On a 3+, that enemy unit suffers D3mortal wounds.ENGINE OF THE GODSMISSILE WEAPONS Range Attacks To Hit To Wound Rend DamageMeteoric Javelins 8\" 4 5+ 4+ - 1MELEE WEAPONS Range Attacks To Hit To Wound Rend DamageMassive Horns 2\" 2 3+ 3+ -1Grinding Jaws 1\" 2 3+ 3+ -1 2Crushing Stomps 1\" 3+ 3+ -1 2ORDER, SERAPHON, SKINK, MONSTER, STEGADON, HERO, ENGINE OF THE GODSWARSCROLL612 4+KEYWORDSDAMAGE TABLEWounds Suffered Move Massive Horns Crushing Stomps0-3 8\" 4 54-5 7\" 3 46-8 6\" 2 39-10 5\" 2 211+ 4\" 1 1Only in the most dire of circumstances will the Starmasters command an Engine ofthe Gods to be activated. Borne to battle atop a steadfast elder Stegadon, the power ofthese devices is unpredictable but often deadly to the enemies of the Seraphon.Another Custodes Libris share. Buy the stuff if you like it!


Bound Purple Sun of ShyishBound Balewind Vortex96ENDLESS SPELL, BOUND, BALEWIND VORTEXA Balewind Vortex is a terrifying sight to behold on the battlefield – a swirling, violently swaying cyclone of fellenergies that can be summoned by a wizard and used as a platform from which to more effectively cast spells.DESCRIPTIONA Bound Balewind Vortex is a single model.MAGICSummon Bound Balewind Vortex: Thosewithcommand over the howling winds of the aether can transform them into a platform beneath theirfeet so as to ride the arcane tempest.Summon Bound Balewind Vortex has a castingvalue of 6. Only SERAPHON WIZARDS that are not already on a BALEWIND VORTEXcan attempt to cast this spell. If successfullycast, set up a Bound Balewind Vortex modelwithin 1\" of the caster and more than 3\" fromany enemy models, then place the caster on theupper platform.As long as the Bound Balewind Vortex is on thebattlefield, both it and the caster are treated asa single model from the caster’s army that usesthe caster’s warscroll as well as the endless spellsrules. It is treated as an enemy model by theopposing player’s army. A model on a BoundBalewind Vortex cannot move. If the caster of a Bound Balewind Vortexattempts to dispel it, the attempt is automaticallysuccessful (do not roll any dice). This uses upthe additional spell that the caster would havereceived in that hero phase, and still counts asthe single attempt they can make to dispel anendless spell in that hero phase, but they can make any remaining casting attempts normally.If the caster of a Bound Balewind Vortex is slain,then it is immediately dispelled and removedfrom play along with the caster.If a Bound Balewind Vortex is dispelled andthe caster has not been slain, first set up thecaster wholly within 6\" of it and more than 3\"from any enemy models, and then remove theBound Balewind Vortex model fromplay. If it isimpossible to set up the caster, they are slain.ABILITIESAgainst the Aetheric Wind: The BalewindVortex slows incoming attacks.Add 1 to save rolls for attacks that target a model on a Bound Balewind Vortex.Arcane Invigoration: The Balewind Vortexempowers as well as elevates the wizard to whomit is bound.A model on a Bound Balewind Vortex canattempt to cast 1 additional spell in your herophase (including the turn in which the SummonBound Balewind Vortex spell was cast), andyou can add 6\" to the range of any spells themodel casts.BOUND BALEWINDVORTEXENDLESS SPELL, BOUND, PURPLE SUN OF SHYISHNo spell inspires greater fear in the beholder than the Purple Sun. The skull-faced orb drifts across thebattlefield, its rays of death energy transmuting all they touch into amethyst statues.DESCRIPTIONA Bound Purple Sun of Shyish is a single model.PREDATORY: A Bound Purple Sun of Shyishis a predatory endless spell. It can move up to 9\"and can fly.MAGICSummon Bound Purple Sun: By utteringdread incantations of ancient days, a desperate or foolhardy wizard can summon the abyssalPurple Sun.Summon Bound Purple Sun has a casting valueof 8. Only SERAPHON WIZARDS can attemptto cast this spell. If successfully cast, set upa Bound Purple Sun of Shyish model whollywithin 6\" of the caster.ABILITIESSwirling Death: Swelling and pulsating as ittakes form, the Purple Sun soon moves witha malevolent sentience in the direction of thecaster’s foes.When this model is set up, the player who set itup can immediately make a move with it.End Given Form: All those touched by the direrays of the Purple Sun of Shyish meet their finalfate, their bodies crystallised and their soulsripped away to the Realm of Death.After this model has moved, each unit that hasany models it passed across, and each other unitthat is within 1\" of it at the end of its move, issubjected to the Purple Sun’s baleful energies.For each unit subjected to the baleful energies,roll a number of dice equal to the number ofmodels in that unit. For each 6, one modelin that unit is slain. If the unit has a Woundscharacteristic of 6 or more, for each 6 it suffers2D6 mortal wounds instead.Visage of Xereus: The skeletal face leering outfrom this broiling orb fills all who witness it withmortal terror.Subtract 1 from the Bravery characteristic of allunits while they are within 6\" of this model.BOUND PURPLE SUNOF SHYISHENDLESS SPELL WARSCROLLKEYWORDSKEYWORDSENDLESS SPELL WARSCROLLAnother Custodes Libris share. Buy the stuff if you like it!


Bound Ravenak’s Gnashing JawsBound Prismatic Palisade97ENDLESS SPELL, BOUND, RAVENAK’S GNASHING JAWSSavage, unrelenting and eternally hungry, the spell known as Ravenak’s Gnashing Jaws chomps its way through entireregiments of infantry, transporting its mangled prey into the stomach of a great pit-beast in Ghur.DESCRIPTIONA Bound Ravenak’s Gnashing Jaws is asingle model.PREDATORY: A Bound Ravenak’s GnashingJaws is a predatory endless spell. It can move upto 12\" and can fly.MAGICSummon Bound Gnashing Jaws: The bestialmagics of Ghur can be used to give shape to arazor-fanged avatar of one of its most terrifyingdenizens – the eternally voracious Ravenak.Summon Bound Gnashing Jaws has a castingvalue of 8. Only SERAPHON WIZARDS canattempt to cast this spell. If successfully cast,set up a Bound Ravenak’s Gnashing Jaws modelwholly within 6\" of the caster.ABILITIESEndless Appetite: Before they are even finishedmanifesting, these disembodied jaws streaktowards nearby morsels to devour.When this model is set up, the player who set itup can immediately make a move with it.Ravening Hunger: Rampaging across thebattlefield in a blur of bestial motion, the razor- sharp teeth of Ravenak’s Gnashing Jaws rip apartanyone and anything within reach.After this model has moved, each unit that hasany models it passed across, and each otherunit that is within 1\" of it at the end of its move,suffers D3 mortal wounds. In addition, untilthe end of the battle round, subtract 1 from theBravery characteristic of each unit that has anymodels it passed across.BOUND RAVENAK’S GNASHINGJAWSThe crystalline spars of the Prismatic Palisade are formed of pure light, hardened into a barrier that bathes those onthe battlefield in the blinding rays of Hysh.BOUND PRISMATICPALISADEDESCRIPTIONA Bound Prismatic Palisade is a single model.MAGICSummon Bound Prismatic Palisade: Thoseenlightened wizards who possess the requiredinsight and purity of mind can draw forth an unbreakable wall of pure Hyshian crystal from theground, blinding all who gaze upon it.Summon Bound Prismatic Palisade has a castingvalue of 5. Only SERAPHON WIZARDS canattempt to cast this spell. If successfully cast,set up a Bound Prismatic Palisade model whollywithin 18\" of the caster.ABILITIESBlinding Light: The radiant beams projectedfrom this barrier confound the aim of all withinsight of it.At the start of each turn, roll a dice for each unitwithin 6\" of this model. On a 5+, until the endof the turn, subtract 1 from hit rolls for attacksmade by that unit.Dazzling Brilliance: Knowing the impossibilityof looking directly upon the Prismatic Palisade, a canny commander will position their forcesin such a way as to shield them from the eyes ofthe enemy.A model cannot see another model if animaginary straight line, 1mm wide, drawn fromthe centre of its base to the centre of the othermodel’s base passes over this model.ENDLESS SPELL, BOUND, PRISMATIC PALISADEENDLESS SPELL WARSCROLLENDLESS SPELL WARSCROLLKEYWORDSKEYWORDSAnother Custodes Libris share. Buy the stuff if you like it!


Bound Aethervoid PendulumBound Suffocating Gravetide98ENDLESS SPELL, BOUND, SUFFOCATING GRAVETIDEThe spirits of the dead rise from the ground and surge forwards in a Suffocating Gravetide to smother the living,burying their victims and dragging their souls down to the Realm of Death.DESCRIPTIONA Bound Suffocating Gravetide is asingle model.PREDATORY: A Bound Suffocating Gravetideis a predatory endless spell. It can move up to 8\"and can fly.MAGICSummon Bound Suffocating Gravetide: With a whispered curse, the ground and the dead buriedwithin it rise up in a destructive tidal wave.Summon Bound Suffocating Gravetide has acasting value of 6. Only SERAPHON WIZARDScan attempt to cast this spell. If successfullycast, set up a Bound Suffocating Gravetidemodel wholly within 4\" of the caster.ABILITIESNecrotic Tide: Those casters who give form toSuffocating Gravetides are careful to ensure thatthe bitter fury of the souls within is – initially, atleast – directed at the foe.When this model is set up, the player who set itup can immediately make a move with it.Pulled to the Grave: Thosewarriors caughtin the path of a Suffocating Gravetide findthemselves buffeted by churning earth anddragged into the ground by the spectral forms ofthe restless dead.After this model has moved, each unit thathas any models it passed across suffers D3mortal wounds. In addition, until the end ofthe battle round, subtract 1 from the Braverycharacteristic of each unit that has any models itpassed across.Roiling Barricade: Those caught beneaththisterrible deluge are shrouded fromthe their foes.When a missile weapon targets a unit that hasall of its models within 1\" of this model, thetarget unit receives the benefit of cover if theattacking unit is closer to this model thanit is tothe target unit.BOUND SUFFOCATINGGRAVETIDEENDLESS SPELL, BOUND, AETHERVOID PENDULUMSweeping suddenly into existence like a reaper’s blade, the Aethervoid Pendulum cuts through armour, flesh,and even the fabric of the realms themselves with equal ease. DESCRIPTIONA Bound Aethervoid Pendulum is asingle model.PREDATORY: A Bound Aethervoid Pendulumis a predatory endless spell. It can move up to 8\"and can fly.MAGICSummon Bound Aethervoid Pendulum: Witha dread invocation, the fabric of reality is tornby the swinging blade of one of the legendaryAethervoid Pendulums.Summon Bound Aethervoid Pendulum has acasting value of 6. Only SERAPHON WIZARDScan attempt to cast this spell. If successfully cast,set up a Bound Aethervoid Pendulum modelwholly within 6\" of the caster so that it pointslengthways in the direction you wish it to move.ABILITIESSlicing Into Reality: When an AethervoidPendulum is summoned it slices into the realmas if from nowhere, eviscerating everything inits path.When this model is set up, the player who set itup can immediately make a move with it.Scything Blade: A single pass of the Pendulum’sblade is enough to decimate the enemy ranks,sending out gory showers of severed limbs anddecapitated heads as it swings.After this model has moved, each unit that hasany models it passed across, and each otherunit that is within 1\" of it at the end of its move,suffers D6 mortal wounds.Unstoppable Mechanism: The swinging ofthe Aethervoid Pendulum is as inevitable andmeasured as time itself.Whenever you set up this model, you must placeit lengthways in the direction you wish it tomove. Whenever it moves, move it in a straightline in that direction.BOUND AETHERVOIDPENDULUMENDLESS SPELL WARSCROLLKEYWORDSKEYWORDSENDLESS SPELL WARSCROLLAnother Custodes Libris share. Buy the stuff if you like it!


Bound Umbral SpellportalBound Malevolent Maelstrom99ENDLESS SPELL, BOUND, UMBRAL SPELLPORTALComprising a pair of shadowy mirrors, the Spellportal links two points on the battlefield, allowing wizards to casttheir destructive magics and enchanting boons at incredible distances.DESCRIPTIONA Bound Umbral Spellportal is a single endlessspell that consists of 2 models (if it is dispelled, remove both models).MAGICSummon Bound Spellportal: Eldritch sigils canbe inscribed into the mist to summon a pair of arcane mirrors, the surfaces of which undulatewith shadowy aetheric energy.Summon Bound Spellportal has a casting valueof 5. Only SERAPHON WIZARDS can attemptto cast this spell. If successfully cast, set up thefirst Bound Umbral Spellportal model whollywithin 12\" of the caster, and then set up thesecond Bound Umbral Spellportal model whollywithin 18\" of the first.ABILITIESArcane Passage: When looking upon an UmbralSpellportal, those versed in magic see a shadowyreflection of what lies on the other side of itstwinned construct; while physical matter cannottravel through the portal, aetheric energy knows no such restriction.If a WIZARD successfully casts a spell while theyare within 1\" of a Bound Umbral Spellportalmodel, the range and visibility of the spell canbe measured from the other Bound UmbralSpellportal model from the same endless spell.After the range and visibility for a spell has beenmeasured from a Bound Umbral Spellportal,you cannot use the Arcane Passage ability againfor that Bound Umbral Spellportal in that phase.If a predatory endless spell finishes a move within 6\" of a Bound Umbral Spellportal model, remove it from the battlefield and set it up againanywhere within 6\" of the other Bound UmbralSpellportal model from the same endless spell.After an endless spell finishes a move within6\" of a Bound Umbral Spellportal and is set upagain, it cannot move again in that phase, andyou cannot use the Arcane Passage ability againfor that Bound Umbral Spellportal in that phase.BOUND UMBRAL SPELLPORTALA Malevolent Maelstrom is a swirling vortex of magic, a tempest that sucks in sorcerous energies and the souls of thedead before exploding in a cataclysmic nova. BOUND MALEVOLENT MAELSTROMDESCRIPTIONA Bound Malevolent Maelstrom is asingle model.PREDATORY: A Bound Malevolent Maelstromis a predatory endless spell. It can move up to 8\"and can fly.MAGICSummon Bound Maelstrom: Through themanipulation of the death energy around them, a wizard can manifest an unstable, all-consumingvortex and send it swirling into the enemy ranks.Summon Bound Maelstrom has a casting valueof 7. Only SERAPHON WIZARDS can attempt tocast this spell. If successfully cast, set up a BoundMalevolent Maelstrom model wholly within 18\"of the caster.ABILITIESDevourer of Sorcery and Souls: The Maelstrompulls the souls of the slain and the spells of theliving screaming unto itself, growing ever more unstable as it does so. If a WIZARD successfully casts a spell within12\" of this model and that spell is not unbound,make an additional unbinding roll for that spell.If the roll is successful, the spell is unbound and1 energy point (see right) is allocated to thismodel. In addition, 1 energy point is allocated tothis model for each unit that is destroyed within6\" of it.Morbid Detonation: Having gorged itself on magic and the howling spirits of the dead,the maelstrom eventually collapses underthe weight of its own existence in a nova ofdevastating energy.At the end of the battle round, roll a dice forthis model and add the number of energy pointsallocated to it to the roll. On a 7+, each unitwithin 3D6\" of this model suffers D3 mortalwounds. This model is then dispelled.ENDLESS SPELL, BOUND, MALEVOLENT MAELSTROMENDLESS SPELL WARSCROLLENDLESS SPELL WARSCROLLKEYWORDSKEYWORDSAnother Custodes Libris share. Buy the stuff if you like it!


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