Celestial Translocation
Once per turn, your movement phasePick a friendly Seraphon unit that is wholly within 12 inches of a friendly Seraphon Wizard. Remove it from the battlefield and set it up again more than 9 inches from all enemy units.
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Summarised from the free Games Workshop rules download named in the sources. Check the current Battle Profiles before a game.
Points, unit sizes and regiment options live in the free Battle Profiles download, last republished 29 July 2026. A newer Battle Profiles always replaces an older one, so check the current version before a game.
Unit picks are SprueSentry commentary, not part of the formation rule. The formation ability itself is summarised from the free Faction Pack: Seraphon.
Pick a friendly Seraphon unit that is wholly within 12 inches of a friendly Seraphon Wizard. Remove it from the battlefield and set it up again more than 9 inches from all enemy units.
The Wizard anchor the teleport measures from, and the one you most want protected while it does that job.
See the box: price and offersA cheaper mobile Wizard, so the teleport bubble can follow the army instead of sitting at home.
See the box: price and offersThe cheapest way to put a second Wizard anchor on the other flank.
See the box: price and offersA slow, hard-hitting unit that gains the most from being teleported into position rather than walking there.
See the box: price and offersYou pick exactly one battle formation for your army, so choosing this one means you do not take these.
How to play Eternal Starhost, the Seraphon battle formation that teleports a unit standing near one of your Wizards anywhere on the board.
Sprue Sentry strategy commentary for Age of Sigmar 4th edition, not official rules. Games Workshop updates points and rules regularly; always confirm against the current official rules and latest update before a game.
Eternal Starhost is the mobility battle formation for Seraphon in Age of Sigmar 4th edition, and the one that most changes how the army moves.
SprueSentry strategy commentary, not official rules. Summarised from the free Faction Pack: Seraphon, last updated 8 July 2026, so it is first-party sourced. Check the current Battle Profiles before a game.
The formation ability is Celestial Translocation, used once per turn in your movement phase. Pick a friendly Seraphon unit that is wholly within 12 inches of a friendly Seraphon Wizard, remove it from the battlefield, and set it up again more than 9 inches from all enemy units.
Any Seraphon unit qualifies, not just Skinks and not just infantry. A Stegadon, a block of Kroxigor or a Slann itself can all make the trip.
The teleport measures from a Wizard, and the unit has to be wholly within 12 inches of one at the moment you use it. Two consequences follow.
First, your casters stop being a back-line luxury and become the infrastructure the formation runs on. Lose them and the ability stops working entirely. Second, a Wizard parked in the corner only teleports things that are also in the corner, so a cheap second caster near the front is usually worth more than a better one at home.
The more than 9 inches landing rule is the other limit: you cannot teleport into a charge, so plan the arrival a turn before you want the fight.
Players who want to play a tempo game with a slow, heavy army. Kroxigor and Monsters get to be where they are needed without spending three turns walking, and objectives on the far side of the table stop being unreachable.
Pick Eternal Starhost when your list already contains two or more Wizards and at least one slow unit worth relocating. If your army is mostly fast Skinks, Shadowstrike Starhost gives you more total movement, and if it is mostly Monsters, Thunderquake asks nothing of you at all.
Once per turn in your movement phase, a friendly Seraphon unit wholly within 12 inches of a friendly Seraphon Wizard is removed from the battlefield and set up again more than 9 inches from all enemy units.
Yes. The ability picks a friendly Seraphon unit, with no keyword restriction beyond that, so Monsters, Kroxigor and Saurus infantry all qualify as long as they are close enough to a Wizard.
You cannot arrive close enough to guarantee it: the unit is set up more than 9 inches from all enemy units, so the charge is a separate roll on a later phase or turn.
Written by Sprue Sentry, grounded in the cited sources. Original commentary, not Games Workshop rules text.