1. Battle Formations

Choose 1 of these battle formations. You gain all abilities it grants.

Eternal Starhost

Celestial Translocation

Once Per Turn (Army), Your Movement Phase
Declare: Pick a friendly Seraphon unit wholly within 12" of a friendly Seraphon Wizard to use this ability.Effect: Roll a dice. On a 3+, remove that unit from the battlefield and set it up again on the battlefield more than 9" from all enemy units.
Shadowstrike Starhost

Nimble and Quick

Once Per Turn (Army), Your Shooting Phase
Declare: Pick up to 3 friendly Skink Infantry or Skink Cavalry units that are not in combat to be the targets.Effect: Each target can move D6". Each target cannot move into combat during any part of that move.
Sunclaw Starhost

Vengeance of Azyr

Once Per Turn (Army), End of Any Turn
Declare: Pick up to 3 friendly Saurus or Kroxigor units that are in combat to be the targets.Effect: For each target: • Make a pile-in move. • Then, pick an enemy unit in combat with the target and roll a D3. On a 2+, inflict an amount of mortal damage on that enemy unit equal to the roll.
Thunderquake Starhost

Scaly Monstrosities

Passive
Effect: Add 2 to the Health characteristic of friendly Seraphon Monster units.

2. Units

Regiment 1
0/4
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Auxiliary Units
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3. Enhancements

| Heroic Traits

Choose 1 Heroic Trait. Select a hero to equip it to.

Celestial Disciplines

| Artefacts of Power

Choose 1 Artefact of Power. Select a hero to equip it to.

Treasures of the Old Ones

4. Lores

| Spell Lores

Choose 1 Spell lore. All wizards in your army know all spells from the lore you choose.

Lore of Celestial Manipulation

Mythical Unforging

Your Hero Phase
Declare: Pick a friendly Seraphon Wizard to cast this spell, pick a visible enemy unit within 12" of them to be the target, then make a casting roll of 2D6.Effect: Subtract 1 from the Rend characteristic of the target’s weapons until the start of your next turn.

Comet's Call

Your Hero Phase
Declare: Pick a friendly Seraphon Wizard to cast this spell, pick a visible enemy unit within 18" of them to be the target, then make a casting roll of 2D6.Effect: Roll a dice for each model in the target unit. For each 5+, inflict 1 mortal damage on the target.

Speed of Huanchi

Your Hero Phase
Declare: Pick a friendly Seraphon Wizard to cast this spell, pick a visible friendly Seraphon unit wholly within 12" of them to be the target, then make a casting roll of 2D6.Effect: Until the start of your next turn, the target can use a Run ability and still use Shoot and/or Charge abilities later in the turn.
Lore of Primal Jungles

Light of Chotec

Your Hero Phase
Declare: Pick a friendly Seraphon Wizard to cast this spell, pick a visible friendly Seraphon unit wholly within 12" of them to be the target, then make a casting roll of 2D6.Effect: Roll a number of dice equal to the number of damage points the target has. For each 4+, Heal (1) the target.

The Earth Trembles

Your Hero Phase
Declare: Pick a friendly Seraphon Wizard to cast this spell, pick a point on the battleeld within 18" of them to be the target point, then make a casting roll of 2D6.Effect: Draw a straight line between the target point and the closest part on the caster’s base. Roll a D3 for each unit (friendly and enemy) that has models passed across by this line. On a 2+, inflict an amount of mortal damage on that unit equal to the roll.

Empowered Celestite

Your Hero Phase
Declare: Pick a friendly Seraphon Wizard to cast this spell, pick a visible friendly Saurus unit wholly within 12" of them to be the target, then make a casting roll of 2D6.Effect: Add 1 to the Rend characteristic of the target’s melee weapons for the rest of the turn.