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Seraphon Battletome 4th Edition: Rules Overview

AOS Age of Sigmar seraphonSeraphon 4th edition rules: Spearhead battle formations, spell lores, traits, and how the army plays in AoS 4e.

The Seraphon bring cosmic magic, giant war-lizards, and a bag of celestial tricks to 4th Edition Age of Sigmar, and this guide breaks down how they actually play. We’ll cover their Asterism battle traits, the four battle formations, the two spell lores, and the warscrolls worth building around, plus where to grab the faction pack and rules. If you’re weighing up the lizards as your next army, start here.

How the Seraphon Battletome Plays in 4th Edition

Updated on August 12, 2026, by Rob Baer with a 4th Edition rules refresh and a fresh play-focused rewrite.
Seraphon AOS army

Seraphon Rules Summary:

  • The Seraphon are a god-like race created by the Old Ones to carry out a Great Plan to reshape reality.
  • These Lizardmen are all about sticking to The Great Plan and have unique abilities based on celestial patterns, such as Itzl the Tamer and Tepok the Seer.
  • They have four battle formations, including the Sunclaw Starhost and others, that use their war-beasts, teleportation, and nimble skink hosts.
  • The Slann Starmasters are powerful magical beings with access to two Spell Lores: one focusing on harnessing cosmic power and the other channeling sun god Chotek’s healing power.
  • Other key units include the Saurus Oldblood on Carnosaur, Terradon Riders, and the Engine of the Gods, which can summon falcons and meteors or even change the past and future.

AoS 4th Edition Seraphon Rules

Warriors of the Lost Gods

What changed for Seraphon in 4th Edition isn’t the lore; it’s how the army works turn to turn. The old temple-ship backstory is still there, but the part that matters now is the engine in-game: you read an Asterism before the game and lean into war-beasts, teleporting units, or fast skink hosts depending on what you drew. For the full rules-level rundown straight from the source, Warhammer Community’s faction focus is a good reference, since it’s where GW spelled out how the traits, formations, and lores fit together.

Where to Get the Seraphon Battletome Rules and What’s Inside

Seraphon Faction Pack

The Seraphon faction pack is the free download that turns your lizard pile into a legal 4th Edition army, with the battle traits, formations, and warscrolls all in one place. Grab it, and you’re running an army that fights with the wisdom of the ages and the bite of a T-Rex.

Download The Seraphon Faction Pack Rules

Seraphon Battle Traits

Seraphon Battle Traits

The Great Plan runs on Asterisms. Before the battle, you look to the stars and lock in a celestial pattern, so you’re picking a bonus to fit the game in front of you: Itzl the Tamer hands your monsters extra crit hits when you’re leaning on Carnosaurs and Stegadons, while Tepok the Seer pumps cosmic energy into your casters when the plan is to out-magic the other guy.

Then, from the third battle round, if you’ve actually been furthering the Great Plan, a second Asterism unlocks on top. Each one has its own trigger, so it pays to know them cold: Quetzl the Preserver wants you pushing enemies off your territory, and Sotek the Deliverer only lights up if you can pin or take down the enemy general. That’s the real decision with Seraphon, reading which pattern the game is asking for instead of locking in your favorite every time.

Battle Formations

Seraphon battle formations

Seraphon gets four battle formations, and each one points the army at a different game plan. The Sunclaw Starhost arms your infantry with celestite weapons crackling with the Vengeance of Azyr, so it’s the pick when you want your rank-and-file hitting above their weight.

One of the others leans hard on the war-beasts if your list is stacked with monsters, another bends celestial energy to teleport key units across the table, and the last plays to the nimble skink hosts for grabbing objectives and running rings around slower armies. The decision rule is simple: build the list first, then take the formation that rewards what you already brought, not the other way around.

Arcana & Incantations

Seraphon arcana and incantations

The Slann give you two spell lores to pick from, and they do different jobs. The first is about raw cosmic power: Mystical Unforging can literally strip an enemy’s weapon out of their hands before they swing it, which is the kind of thing that wins a combat you had no business winning.

The second, the Lore of Primal Jungles, channels the sun god Chotek to heal your own models, crack the ground with earthquakes, and sharpen those celestite weapons. If you’re running the Sunclaw Starhost and its celestite gimmick, the Primal Jungles lore is the natural pairing, since both push the same buffed-weapon plan. Having the immortal Lord Kroak backing the Slann is what makes leaning this hard into magic safe to build around.

4th Edition AoS Rules: Seraphon Warscrolls

Slann Starmaster

Slann Starmaster

On the table, the Slann Starmaster is your caster backbone. It supercharges your own spellcasting while snuffing out enemy magic and manifestations across the board, so it’s playing offense and defense in the magic phase at once. The trick most people build around is the Arcane Vassal: the Slann picks a nimble Skink Wizard and channels its spells through that proxy, which lets you throw big magic from somewhere the enemy can’t easily reach.

Plus, once per turn it can summon Celestial Reinforcements to keep bodies on objectives. The tradeoff is that it’s a big points sink gliding in on a fragile palanquin, so if your opponent gets to it, a lot of your game plan travels with it.

Saurus Oldblood on Carnosaur

Saurus Oldblood on Carnosaur

Brawny veterans like the Saurus Oldblood on Carnosaur are backing up this magical muscle. Bigger and tougher than their kin, these seasoned warriors have survived countless battles, charging into the fray atop their fearsome carnosaurs.

These apex predators go into a Blood Frenzy when they smell wounded monsters, asserting their dominance with the strike-first keyword.

Terradon Riders

Terradon Riders

Terradon Riders are the skink half of that partnership, and they earn their spot by being fast and annoying. As flying skink cavalry, they skim over terrain and screens to hit backfield objectives, chase down war machines and lone characters, and generally show up where your opponent doesn’t want them. They won’t win you a straight fight, so don’t ask them to. Their job is board control and picking off soft targets while your monsters and Slann do the heavy lifting.

Engine of the Gods

Engine of the Gods

The Engine of the Gods is a Stegadon kitted with an arcane relic that spits out reality-warping effects, and it’s at its best when you need options instead of one fixed plan. Depending on what it rolls, the Cosmic Engine can throw out a Healing Light to patch up your monsters, pull fallen warriors back with Starlight Summons, or bend time so your units STRIKE-FIRST. That’s a swing ability in a tight game.

The catch is the roll: you’re leaning on a random result, so it’s a gamble that can hand you the game or do very little on the turn you needed it most. Take it when your list can afford a wildcard, not when you need a guaranteed answer.

Seraphon Spearhead

Seraphon Spearhead

Spearhead is the bite-sized way into 4th Edition, and the Seraphon box is the Starscale Warhost: a fixed little strike force built around a core of skinks and a war-beast or two, played on a small board with its own trimmed-down rules. It’s the fastest way to learn how the lizards move and hit without committing to a full army first. If Spearhead is where you want to start, the box gives you a ready-made roster and a good excuse to paint something quick.

Games Workshop Age of Sigmar
  • Games Workshop - Warhammer - Age of Sigmar - Vanguard: Seraphon
  • A selection of key Seraphon units, including a hero riding a Carnosaur
  • Start a new army or expand an existing collection, and save money compared to buying the kits individually
  • Contains 14 multipart plastic miniatures
  • These miniatures are supplied unpainted and require assembly – we recommend using Citadel Plastic Glue and Citadel Colour paints.

Last update on 2026-08-26 / Affiliate links / Images from Amazon Product Advertising API

The Great Plan isn’t always about going full-on war mode; sometimes, it calls for a more precise touch. Enter the Starscale Warhost Spearhead, the Seraphon’s elite strike team.

“Spearhead” is a standalone game that’s just right for diving into epic battles in Age of Sigmar. It’s small enough to fit on a kitchen or coffee table, and you only need one Spearhead box to get the games going for the 4th Edition.

The best part? You can snag free downloads with different rules, warscrolls, and objectives.

So who are the Seraphon for? If you like magic-heavy armies that lean on a big caster and clever spell picks, the Slann and their two lores are right up your alley. If you’d rather stomp across the table with monsters, the Carnosaurs, Stegadons, and the Engine of the Gods have you covered. And if you’re the objective-grabbing, out-maneuver-them type, the skink hosts and teleport formations reward fast hands. The thing to watch out for is that a lot of the army’s ceiling is tied to the Great Plan and your Slann: miss your Asterism conditions or lose that caster early, and the reactive magic that makes Seraphon sing gets a lot quieter. Play to the plan, though, and they’re one of the most adaptable armies in the game.

Want the full picture on 4th Edition? Our 4th Edition AoS rules changes and downloads hub collects the core rules and every free faction pack in one spot.

What do you think about all the new AoS Seraphon 4th Edition rules?

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