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WARSCROLLS
COMPENDIUM
Introduction
The Seraphon are beings of order, The cold-blooded savagery of the The warscrolls in this compendium
creatures of the stars whose minds Seraphon is legendary. Directed by allow you to use your Citadel
and bodies sing with Azyrite energy. the inscrutable slann, their tightly Miniatures collection in fantastical
They are the sworn enemies of Chaos, disciplined cohorts and roaring saurian battle, whether telling epic stories set
ever-opposed to the Dark Gods and the beasts tear through their enemies with during the Age of Sigmar, or recreating
bedlam they bring. the ferocity of true predators. the wars of the world-that-was.
Warscroll Key
1. Title: The name of the model that the 1 CHAKAx, tHE EtERNIty WA
RDEN
warscroll describes. 2 MOV E
5"
U N DS
MELEE WEAPONS
Range
7 4+ Attacks to Hit to Wound
SAV E
Star-stone Mace Rend Damage
1"
WO
3 3+ 3+ -1
10 Fearsome Jaws 1" 1 4+ 4+
2
bR
AV ERy - 1
how fast, powerful and brave the model is, and how model. He is armed with a Star-stone selfl ess protector: Each time this model
is within 2" of a Slann that suffers Slann Wizards know the Summon
Mace and tears into enemies with his a Eternity Warden spell, in addition to
Fearsome Jaws. wound or mortal wound, he can attempt any
to intervene. If he does so, roll a dice. others they know.
If the
3. Description: The description tells you what weapons 5 KeYworDs orDer, DAemon, CelesTIAl, se
rAphon, sAurus, hero, ChAK
Ax
5"
part of a unit. If the model is fielded as part of a unit,
U N DS
MELEE WEAPONS
Range
7 4+ Attacks to Hit
SAV E
5 3+ 3+ -1
10 Fearsome Jaws and Aeon Shield
1" 2 4+ 3+
1
bR
AV ERy - 1
then the description will say how many models the unit description
unit, you can still field one unit with as many models as
higher, it causes D3 damage rather than 9" from any enemy models. The model
Aeon Shield. As well as being a deadly 1. is
added to your army but cannot move
weapon, the massive Aeon Shield is in the
almost MAgic following movement phase.
impervious to damage.
Slann Wizards know the Summon
coMMA nd Ability
KROq–gAR ON CARNOSAUR
failed hit rolls for attacks made in the
combat phase against that unit by any
of
your Saurus models.
KeYworDs orDer, DAemon, CelesTIAl, se
rAphon, sAurus, hero, gor-r
oK
Sunbolt Gauntlet
Range
18"
Attacks
Workshop
D6
Ltd. 2015 to
3+
Hit to Wound
4+
Rend
-1
Damage
1
Rend Damage
✹ to Hit to Wound
MELEE WEAPONS -1 D3
4+ 3+
SAV E
2" 2 ✹ 3+
10 Carnosaur’s Clawed Forelimbs
4+ 3+ -1 3
2" ✹
game rules.
bR AV ERy
Carnosaur’s Massive Jaws
DAMAgE tAbLE
6 Wounds Suffered
0-2
Move
10"
Clawed Forelimbs
3+
Massive Jaws
5
4+ 4
3-4 10"
4+ 3
8"
6. Damage Table: Some models have a damage table tearing into them with their massive
If an enemy Monster is hit twice with
Carnosaur’s Clawed Forelimbs, you
jaws.
can
the
higher than the result on your opponent’s
dice, D3 models flee from the unit (as
as any that flee because of the test).
well coMMAnd Ability
Ancient Warlord: Kroq-Gar is a veteran
of battles without number, an inspiring
kin as
add 2 to the result when rolling to hit
that a leader who is as inspirational to his
Blazing Sunbolts: If Kroq-Gar targets
that is used to determine one or more of the model’s he is terrifying to the enemy. If Kroq-Gar
Jaws
target with the Carnosaur’s Massive Chaos Daemon unit with his Sunbolt hero
in the same turn. of the uses this ability, then until your next
Gauntlet, you can add 2 to the result phase, whenever a Saurus Hero from
wound rolls. your army within 20" attacks in the
combat
2 to
phase, pick one of its weapons and add
characteristics. Look up the number of wounds the its Attacks characteristic until the end
the phase.
of
in question.
5"
u n ds
b
10
r av ery
5"
u n ds
b
10
r av ery
description MAgic
A Slann Mage-Priest is a single model oll Ascendant Constellation
R A Slann Mage-Priest is a wizard. It can
that sits atop a floating palanquin graven 1-2 The Hunter’s Steed: The image of a attempt to cast three different spells in
with strange symbols and humming galloping war-beast blazes bright in each of your own hero phases, and attempt
with power. Any enemies who come too the sky. Add 1 to run and charge rolls to unbind three spells in each enemy hero
close are immolated by crackling bolts of for Seraphon units in your army phase. A Slann Mage-Priest knows the
Azure Lightning that leap forth from the while this constellation is ascendant. Arcane Bolt, Mystic Shield and Light of the
hovering throne. 3-4 The Sage’s Staff: This constellation is Heavens spells.
held as a mythical portent of wisdom
Fly and magic – while it is ascendant, Light of the heavens
A Slann Mage-Priest can fly. add 1 to the casting rolls when The Mage-Priest slowly blinks and raises
Seraphon Wizards in your army its hands, bathing the battlefield in purest
Abilities attempt to cast spells. starlight. Light of the Heavens has a casting
Celestial Configuration: If your army 5-6 The Great Drake: The vast form of value of 6. If successfully cast, then until
includes any Slann Mage-Priests, roll a Dracothion himself writhes in the your next hero phase any battleshock
dice after set-up is complete and consult firmament. You can re-roll hit rolls of tests for Celestial Daemon or Chaos
the table, right, to see which constellation 1 for Seraphon units in your army Daemon units are made by rolling two
is in the ascendant, and how it affects your while this constellation is ascendant. dice rather than one. For Celestial units,
army. This effect lasts as long as you have discard the highest of the two dice; for
a Slann Mage-Priest on the battlefield, or At the start of your hero phase, one Slann Chaos units, discard the lowest.
until a new constellation comes into effect. Mage-Priest in your army can attempt to
turn the constellations to its advantage command Ability
instead of casting one of its spells. If it does Gift from the Heavens: If a Slann Mage-
so, roll a dice. If the result is a 1, the slann Priest uses this ability, Seraphon units
is distracted by its exertions and cannot from your army within 10" are wrapped in
cast any spells this phase. If the result is 4 a mantle of Azyrite energy, allowing them
or higher, you can pick a new ascendent to disregard the laws of nature. Until your
constellation from the table. Otherwise next hero phase, those units can fly and
there is no effect. you can re-roll failed save rolls for them in
the shooting phase.
Arcane Vassal: Before a Slann Mage-Priest
attempts to cast a spell, you can pick a
vassal to channel it; this can be a Skink
Hero or Troglodon from your army that
is within 15". If the spell is successfully
cast, measure the range and visibility from
the vassal.
b
10 Carnosaur’s Clawed Forelimbs 2" 2 ✹ 3+ - 2
r av ery
Carnosaur’s Massive Jaws 2" ✹ 4+ 3+ -1 3
DAMAGE Table
Wounds Suffered Move Clawed Forelimbs Massive Jaws
0-2 10" 3+ 5
3-4 10" 4+ 4
5-7 8" 4+ 3
8-9 8" 5+ 2
10+ 6" 5+ 1
description Magic
Kroq-Gar is a single model. Flashes of Blood Frenzy: A Carnosaur that tastes the Slann Wizards know the Summon
celestial fire leap forth from his Sunbolt flesh of the enemy becomes a rampaging Saurus Warlord spell, in addition to any
Gauntlet, while enemies are impaled on force of destruction. Once this model has others they know.
the shimmering blade of his Sunstone slain an enemy with its Massive Jaws, it can
Spear. Kroq-Gar’s Carnosaur mount run and charge in the same turn for the Summon Saurus Warlord
Grymloq is a terrifying predator that grips rest of the battle. Summon Saurus Warlord has a casting
enemies in his powerful Clawed Forelimbs value of 10. If successfully cast, you can
before rending them with his Massive Jaws. Bloodroar: The roar of a Carnosaur can set up Kroq-Gar on Carnosaur within 15"
cause even the most daring warrior to of the caster and more than 9" from any
Abilities turn and flee. If your opponent takes a enemy models. The model is added to your
Pinned Down: Carnosaurs tackle large battleshock test for a unit within 8" of army but cannot move in the following
prey by pinning them in place before any Carnosaurs, roll a dice. If the result is movement phase.
tearing into them with their massive jaws. higher than the result on your opponent’s
If an enemy Monster is hit twice with the dice, D3 models flee from the unit (as well Command Ability
Carnosaur’s Clawed Forelimbs, you can as any that flee because of the test). Ancient Warlord: Kroq-Gar is a veteran
add 2 to the result when rolling to hit that of battles without number, an inspiring
target with the Carnosaur’s Massive Jaws Blazing Sunbolts: If Kroq-Gar targets a leader who is as inspirational to his kin as
in the same turn. Chaos Daemon unit with his Sunbolt he is terrifying to the enemy. If Kroq-Gar
Gauntlet, you can add 2 to the result of the uses this ability, then until your next hero
wound rolls. phase, whenever a Saurus Hero from
your army within 20" attacks in the combat
phase, pick one of its weapons and add 2 to
its Attacks characteristic until the end of
the phase.
b
10 Celestite Greatblade 1" 2 4+ 3+ -1 2
r av ery
Fearsome Jaws and Stardrake Shield 1" 1 4+ 3+ - 1
b
10 Cold One’s Vicious Bite 1" 2 3+ 4+ - 1
r av ery
KEYWORDS Order, Daemon, Celestial, seraphon, Saurus, hero, Saurus Oldblood on Cold One
7 4+
sav e
Gor–rok
MOV E
7 4+
sav e
6 4+
sav e
12 4+
sav e
DAMAGE Table
Wounds Suffered Move Clawed Forelimbs Massive Jaws
0-2 10" 3+ 5
3-4 10" 4+ 4
5-7 8" 4+ 3
8-9 8" 5+ 2
10+ 6" 5+ 1
b
10 Powerful Jaws and Stardrake Shield 1" 1 5+ 4+ - 1
r av ery
1 4+
sav e
2 5+
sav e
b
10 Blade of the Serpent’s Tongue 2" 4 3+ 4+ -1 1
r av ery
5"
u n ds
b
10
r av ery
b
10 Dart 1" 2 5+ 5+ - 1
r av ery
description Magic
Oxyotl is a single model. He fires a hail of Disappear from Sight: In your hero Slann Wizards know the Summon
poisoned darts from the Golden Blowpipe phase, Oxyotl can vanish from sight and Stalker spell, in addition to any others
of P’toohee, but can defend himself in go into hiding. If he does so, remove him they know.
melee by wielding an envenomed Dart as from the battlefield. You can reveal him
an improvised dagger. as described above in this turn or any Summon Stalker
subsequent turn. Summon Stalker has a casting value of 5.
Abilities If successfully cast, you can set up Oxyotl
Chameleon Ambush: Instead of setting Flawless Mimicry: If Oxyotl is within or within 15" of the caster and more than
up Oxyotl, you can place him to one side on a terrain feature, his Save characteristic 9" from any enemy models. The model is
and say that he is in hiding. In any of your is 3+ rather than 6+. This includes the added to your army but cannot move in the
movement phases you can reveal him by bonus for being in cover. following movement phase.
setting him up anywhere on the battlefield.
Master Predator: Add 2 to the result of
any wound rolls for the Golden Blowpipe
of P’toohee if Oxyotl did not move, and
was not set up, in the movement phase of
the same turn.
Starbolt 18" D3 3+ 3+ -1 1
4 5+
sav e
b
10 Star-stone Staff 1" 3 4+ 3+ -1 1
r av ery
KEYWORDS Order, Daemon, Celestial, seraphon, Skink, hero, priest, skink priest
4 5+
sav e
1 6+
sav e
Dartpipe 16" 2 3+ 4+ - 1
1 6+
sav e
10
br a ery
Envenomed Dart 1" 1 5+ 5+ - 1
v
description Magic
A unit of Chameleon Skinks has 5 or more Disappear from Sight: In your hero Slann Wizards know the Summon
models armed with Dartpipes that loose phase, this unit can blend with its Chameleon Skinks spell, in addition to any
lethal projectiles sparkling with deadly surroundings and go into hiding. If it does others they know.
star-venom. They prefer to keep the enemy so, remove it from the battlefield. You
at range, but are able to defend themselves can reveal it as described above in any Summon Chameleon Skinks
by wielding their darts in close quarters. subsequent turn. Summon Chameleon Skinks has a casting
value of 6. If successfully cast, you can set
Abilities Perfect Mimicry: If all models in this unit up a unit of up to 5 Chameleon Skinks
Chameleon Ambush: Instead of setting are within or on a terrain feature, their within 15" of the caster and more than 9"
up this unit on the battlefield, you can Save characteristic is 3+ rather than 6+. from any enemy models. The unit is added
place it to one side and say that it is in This includes the bonus for being in cover. to your army but cannot move in the
hiding. In any of your movement phases, following movement phase. If the result
you can reveal a unit that is in hiding by Star-venom: If the hit roll is 6 or higher of the casting roll was 11 or more, set up a
setting it up anywhere on the battlefield. when a model attacks with a Dartpipe, the unit of up to 10 Chameleon Skinks instead.
attack’s Damage characteristic is 2 rather
than 1, or 3 rather than 1 if the target is a
Chaos Daemon.
10
br a ery
Skyblade 1" 3 3+ 4+ - 1
v
Terradon’s Razor-sharp Beak 1" 4 4+ 4+ - 1
10
br a ery
Ripperdactyl’s Vicious Beak 1" 1 4+ 3+ - 1
v
description Magic
A unit of Ripperdactyl Riders has 3 or Star-bucklers: When you make save rolls Slann Wizards know the Summon
more models. The skink riders are armed for this unit, ignore the enemy’s Rend Ripperdactyls spell, in addition to any
with Moonstone War-spears and carry characteristic unless it is -2 or better. others they know.
Star-bucklers, while their mounts attack
with Slashing Claws and Vicious Beaks. Swooping Dive: At the end of your Summon Ripperdactyls
movement phase, you can declare this unit Summon Ripperdactyls has a casting value
Alpha will swoop down to attack the foe at close of 6. If successfully cast, you can set up a
The leader of this unit is the Alpha. An quarters. If you do so, then in the following unit of up to 3 Ripperdactyl Riders within
Alpha makes 2 attacks rather than 1 with combat phase you can re-roll failed hit and 15" of the caster and more than 9" from any
its War-spear. wound rolls for this unit as the enemy reels enemy models. The unit is added to your
from the sudden assault. Until your next army but cannot move in the following
FLY hero phase, measure range and visibility movement phase. If the result of the
Ripperdactyl Riders can fly. for models in this unit as though they were casting roll was 11 or more, set up a unit of
on the ground. up to 6 Ripperdactyl Riders instead.
Abilities
Voracious Appetite: Each time a model Toad Rage: In your first hero phase, place
from this unit attacks with its Vicious a Blot Toad anywhere on the battlefield
Beak and scores a hit, immediately make for each of your units of Ripperdactyl
another hit roll against the same target. Riders. In each of your movement phases,
Carry on until a hit roll does not score a roll a dice and move the Blot Toad up
hit, then make any wound rolls. to that many inches. Blot Toads do not
count as enemy models to either side. If a
Ripperdactyl attacks an enemy unit that
is within 2" of any Blot Toad, it makes 3
attacks with its Vicious Beak instead of 1.
8"
u n ds
Goad-spears 2" 1 5+ 5+ - 1
wo
b
10
r av ery
salamanders
MOV E
10
br a ery
Corrosive Bite 1" 3 3+ 3+ -1 1
v
b
10 Fierce Bite and Spiked Tail 1" 3 4+ 3+ - 1
r av ery
Kroxigor
MOV E
b
10 Vice-like Jaws 1" 1 4+ 3+ -1 1
r av ery
description Magic
A unit of Kroxigor has 3 or more models. Sweeping Blows: When a Kroxigor attacks Slann Wizards know the Summon
They are armed with mighty Drakebite with a Moon Hammer, it swings it in a Kroxigor spell, in addition to any others
Mauls. 1 in every 3 models may instead wide arc that hits a number of foes. Select a they know.
be armed with a Moon Hammer. Even target unit and make one attack against it
unarmed, Kroxigor are feared for the for each of its models within range. Summon Kroxigor
terrifying bite of their Vice-like Jaws. Summon Kroxigor has a casting value
Jaws like a Steel Trap: If the wound roll of 6. If successfully cast, you can set up a
Abilities for an attack made with a model’s Vice-like unit of up to 3 Kroxigor within 15" of the
Energy Transference: When skinks are Jaws is 6 or higher, the Kroxigor clamps its caster and more than 9" from any enemy
nearby, Kroxigor are energised by the massive teeth around its victim and shakes models. The unit is added to your army but
nimbus of light that plays around the it back and forth. Both you and your cannot move in the following movement
diminutive creatures. You can re-roll opponent roll a dice. If you score higher, phase. If the result of the casting roll
wound rolls of 1 for Kroxigor if they are your opponent does not make a save roll was 11 or more, set up a unit of up to 6
within 3" of any Skinks. – instead, the target suffers a number of Kroxigor instead.
mortal wounds equal to the difference
between the two dice rolls. Otherwise,
the victim slips free and the attack causes
no damage.
10 4+
sav e
DAMAGE Table
Wounds Suffered Move Massive Horns Crushing Stomps
0-2 8" -3 3D6
3-4 7" -2 2D6
5-6 6" -2 2D6
7-8 5" -1 D6
9+ 4" -1 D6
description Magic
A Stegadon is a single model. It impales fearsome foes inspires great courage in the Slann Wizards know the Summon
enemies upon its Massive Horns and lesser seraphon that swarm around them. Stegadon spell, in addition to any others
pounds them with its Crushing Stomps. You can re-roll battleshock tests for units they know.
From its howdah, the Stegadon’s skink of Skinks within 5" of any Stegadons.
crew hurl Meteoric Javelins that streak Summon Stegadon
outwards in the form of shooting stars. Gout of Sunfire: The Sunfire Throwers Summon Stegadon has a casting value
The howdah also supports either a mighty mounted on some howdahs unleash of 10. If successfully cast, you can set up
Skystreak Bow or a set of Sunfire Throwers, a great roiling cloud of cosmic flame. a Stegadon within 15" of the caster and
and some Stegadons bear a Skink Alpha to When a Stegadon attacks with its Sunfire more than 9" from any enemy models. The
battle, who directs nearby units from his Throwers, select a target unit and make model is added to your army but cannot
lofty perch. one attack against it for each of its models move in the following movement phase.
within range.
Abilities
Unstoppable Stampede: When a Stegadon Skink Alpha: If a Stegadon bears a Skink
attacks with its Crushing Stomps, add Alpha, then in your hero phase he can give
1 to any wound rolls if it charged in the orders to a Skink unit within 8". If that
same turn. unit is not within 3" of an enemy unit, you
can immediately roll a dice and move each
Steadfast Majesty: Stegadons are fearless of its models up to that many inches. In
beasts, and their stubborn refusal to back addition, until your next hero phase you
down when faced by even the most can re-roll hit rolls of 1 for that unit.
10 4+
sav e
DAMAGE Table
Wounds Suffered Move Crushing Stomps Cosmic Engine
0-2 8" 3D6 3 dice
3-4 7" 2D6 3 dice
5-6 6" 2D6 2 dice
7-8 5" D6 2 dice
9+ 4" D6 1 dice
description
An Engine of the Gods is a single model Total Effect
crewed by a Skink Priest and a number of 1-2 The Engine of the Gods shakes Steadfast Majesty: Stegadons are fearless
skinks. The Stegadon bearing the engine violently as the universe resists beasts, and their stubborn refusal to
attacks with its Sharpened Horns and its pull. This model suffers D3 back down when faced by even the most
flattens the foe with its Crushing Stomps, mortal wounds. fearsome foes inspires great courage in the
while the skinks riding in its howdah hurl 3-5 The great dial thrums furiously and lesser seraphon that swarm around them.
Meteoric Javelins – enchanted projectiles a brilliant white light shines forth. You can re-roll battleshock tests for units
that transmute into meteors as they soar The Engine of the Gods and any of Skinks within 5" of any Stegadons.
towards the enemy. Seraphon units within 3" each
heal D3 wounds. Magic
Abilities 6-9 An enemy unit within 25" is hit Slann Wizards know the Summon
Unstoppable Stampede: When an Engine with a bolt of azure energy that Engine of the Gods spell, in addition to
of the Gods attacks with its Crushing shoots from the engine, suffering any others they know.
Stomps, add 1 to any wound rolls if it D6 mortal wounds.
charged in the same turn. 10-13 A whirlpool of starfire engulfs the Summon Engine of the Gods
enemy. Roll a dice for each enemy Summon Engine of the Gods has a casting
Cosmic Engine: The Engine of the Gods unit within 10". If the result is value of 10. If successfully cast, you can
is an ancient device, so powerful that it 4 or higher, the unit suffers D3 set up an Engine of the Gods within 15"
is capable of disrupting the natural laws mortal wounds. of the caster and more than 9" from any
of the universe. In your hero phase, roll a 14-17 A Seraphon unit is called forth enemy models. The model is added to your
number of dice as shown on the Cosmic from Azyr to join your army. Set army but cannot move in the following
Engine column of the damage table above up all its models within 8" of this movement phase.
and consult the following table. If there model, at least 9" from the enemy.
is a Slann within 10" it can flex its will 18+ Time crawls to a halt around your
to better control the engine; roll one army. After this turn, you can
additional dice, then discard one of your immediately take another. If you
choice before adding them together. roll this result a second time in the
same turn, you count as having
rolled 14-17 instead.
8 3+
sav e
description Magic
A Bastiladon is a single model. It attacks Light of the Heavens: The light of a Solar Slann Wizards know the Summon
with its Bludgeoning Tail, while the Engine is utterly lethal to the minions Bastiladon spell, in addition to any others
skinks riding atop its thick armour hurl of Chaos. If this model’s Searing Beam they know.
Meteoric Javelins. Some Bastiladons targets a unit of Chaos Daemons, its
carry a mysterious Ark of Sotek on their Damage characteristic is 3 rather than 2. Summon Bastiladon
backs, which unleashes a tide of snakes to Summon Bastiladon has a casting value
overwhelm the foe – others are deemed Tide of Snakes: At the start of each combat of 8. If successfully cast, you can set up
worthy to bear a devastating Solar Engine, phase, a Bastiladon carrying an Ark of a Bastiladon within 15" of the caster and
capable of emitting a Searing Beam Sotek can unleash a tide of venomous more than 9" from any enemy models. The
of celestial energy. serpents. Pick up to six enemy units within model is added to your army but cannot
8" and mark each one with a dice showing move in the following movement phase.
Abilities a different number. Then roll twelve dice
Impervious Defence: When you make save to see where the snakes go. Each enemy
rolls for a Bastiladon, ignore the attacker’s unit suffers one mortal wound for each roll
Rend characteristic. In addition, roll a dice that matches the number on its dice. Any
whenever it suffers a mortal wound. On a dice that do not roll a matching number
result of 4 or higher, the wound is ignored. represent snakes slithering away or being
crushed underfoot, so have no effect.
b
10 Troglodon’s Clawed Forelimbs 2" 2 4+ 3+ - 2
r av ery
Skink Oracle’s Divining Rod 1" 1 4+ 5+ - 1
DAMAGE Table
Wounds Suffered Move Noxious Spittle Venomous Bite
0-2 10" 18" 2+
3-4 9" 15" 3+
5-7 8" 12" 3+
8-9 7" 9" 4+
10+ 6" 6" 5+
description Magic
A Troglodon is a single model. It sprays Primeval Roar: Enemy units within 8" of Slann Wizards know the Summon
Noxious Spittle at its enemies before any Troglodons in the battleshock phase Troglodon spell, in addition to any others
pouncing on them with its Venomous Bite must subtract 1 from their Bravery. they know.
and Clawed Forelimbs. It is ridden by a
Skink Oracle who wields a Divining Rod. Drawn to the Screams: If a unit suffers Summon Troglodon
any wounds from this model’s Noxious Summon Troglodon has a casting value
Abilities Spittle in the shooting phase, the sound of 10. If successfully cast, you can set up
Divining Rod: The Skink Oracle can use of screams and the smell of sizzling flesh a Troglodon within 15" of the caster and
its Divining Rod to attempt to unbind a will help the Troglodon locate its prey. If more than 9" from any enemy models. The
spell in each enemy hero phase in the same the Troglodon charges in the subsequent model is added to your army but cannot
manner as a wizard. charge phase, you can add 3" to its charge move in the following movement phase.
distance as long as it ends its charge within
½" of a screaming unit.
6"
u n ds
b
10
r av ery
description Abilities
A Jungle Swarm can have any number of Swarming Tide: Jungle Swarms heal D3 Deadly Venom: If the hit roll for an attack
models. The many small creatures that wounds in your hero phase if they are made by a Jungle Swarm is 6 or more, do
make up a Jungle Swarm bite their prey within 3" of a terrain feature, as more not roll to wound. Instead, the target unit
with Envenomed Teeth and Fangs. creatures flood forth from their hiding suffers a mortal wound as warriors fall to
places to supplement their number. the ground, their muscles spasming and
their throats constricting as potent venom
courses through their veins.
• 1 Skink Priest Strike from the Skies: Instead of setting up the flying unit from this battalion on
• 2 units of Chameleon Skinks or the battlefield, you can place it to one side and say that it is hidden amid the clouds.
Skinks in any combination In any of your movement phases, the unit can plummet from the skies to assail the
• 1 unit of Terradon Riders or foe. When it does so, you can set it up anywhere more than 3" from the enemy. In
Ripperdactyl Riders the following combat phase, add 1 to the result of any wound rolls for models from
that unit.
The Trap is Sprung: In your hero phase, pick a unit that is visible to this battalion’s
Skink Priest. Until your next hero phase, you can re-roll hit and wound rolls of 1 for
units from the Skink Patrol that attack the unit you picked.
Lizardmen
saurus Host
Organisation Abilities
A Saurus Host consists of the Saurian Discipline: Saurus Hosts are order exemplified; warriors oblivious to
following units: danger marching forth in disciplined ranks. You do not need to take battleshock
tests for units in a Saurus Host.
• 1 Saurus Oldblood
• 3 units of Saurus Warriors Predatory Fighters: Saurus Hosts are made of the most savage and ferocious
• 1 unit of Temple Guard or warriors who excel in the thick of battle. Models in a Saurus Host make 2 attacks
Saurus Cavalry with their Powerful Jaws and Stardrake Shields rather than 1.
Unit Warscroll
Ancient Stegadon. . . . . . . . . . . . . . . . . . . . . . . . . . Stegadon
Lord Mazdamundi . . . . . . . . . . . . . . . . . . . . . . . . Engine of the Gods
Saurus Oldblood on Carnosaur. . . . . . . . . . . . . .Scar-Veteran on Carnosaur
Saurus Scar-Veteran . . . . . . . . . . . . . . . . . . . . . . . Saurus Oldblood
Saurus Scar-Veteran on Cold One . . . . . . . . . . . Saurus Oldblood on Cold One
Skink Chief on Ancient Stegadon. . . . . . . . . . . . Stegadon
Skink Chief on Ripperdactyl. . . . . . . . . . . . . . . . R ipperdactyl Alpha
(see Ripperdactyl Riders warscroll)
Skink Chief on Stegadon . . . . . . . . . . . . . . . . . . . Stegadon
Skink Chief on Terradon . . . . . . . . . . . . . . . . . . . Master of the Skies
(see Terradon Riders warscroll)
Skink Chief with Battle Standard. . . . . . . . . . . . Skink Chief
Skink Cohort . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Skinks and Kroxigor warscrolls
Skink Priest on Ancient Stegadon. . . . . . . . . . . .Engine of the Gods
Skink Skirmishers. . . . . . . . . . . . . . . . . . . . . . . . . Skinks
Slann Mage-Priest with Battle Standard. . . . . . Slann Mage-Priest
Tehenhauin on Ancient Stegadon. . . . . . . . . . . . Engine of the Gods
Tiktaq’to . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Master of the Skies
(see Terradon Riders warscroll)