How to Play Seraphon in Warhammer Age of Sigmar (4th Edition)
The star-born lizardmen: how the Great Plan and its four Asterisms actually work, what each Starhost formation does, and why Seraphon rules cost nothing.
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.
The Seraphon are Age of Sigmar's star-born lizardmen: disciplined Saurus infantry, darting Skinks, towering dinosaurs, and the reality-bending magic of the Slann. This is SprueSentry strategy commentary for Age of Sigmar 4th edition, not official rules.
Seraphon rules are free. This is one of only four Age of Sigmar factions whose complete rules, battle formations included, are published in a free Games Workshop Faction Pack rather than a paid battletome. The pack was created in December 2024 and last updated on 8 July 2026, and its own pages are stamped June 2026. Everything below is drawn from that download.
The current matched play season is the General's Handbook 2026-27, and its free companion rules layer is Scourge of Aqshy. The Seraphon Scourge of Aqshy pack was itself refreshed on 26 August 2026. Points are not in the General's Handbook: they live in the free Battle Profiles download, last republished on 29 July 2026, and a newer Battle Profiles always replaces an older one.
What the battle traits do: the Great Plan and the Asterisms
Seraphon have four army-wide passives called Asterisms, and a pair of battle traits that control how many of them are switched on.
- The Great Plan happens once, in the deployment phase, and you must use it. You prophesy exactly one Asterism. The other three do nothing.
- Further the Great Plan happens once per battle round from the second round onward. You can prophesy another Asterism you have not picked yet, but only if its own condition is currently true. Its effect then stacks on top of the ones you already have.
The four Asterisms and the conditions that unlock them: - Itzl the Tamer - Companion weapons score double hits on critical rolls. Unlocked once three or more enemy units have been destroyed. - Quetzl the Preserver - enemy melee weapons lose a point of Rend against your units wholly inside friendly territory. Unlocked while no enemy unit is wholly inside your own territory. - Sotek the Deliverer - add 2 to the Move of every Seraphon unit. Unlocked once the enemy general is in combat or dead. - Tepok the Seer - add 1 to casting rolls for Seraphon units. Unlocked while you have a Slann on the battlefield that is neither in combat nor destroyed.
The practical point: your deployment-phase pick is the only one you are guaranteed. Everything after that is a plan you have to make true on the table.
Choosing a battle formation
You pick exactly one battle formation for your army and it grants a single ability. There is no budget to spend and no way to combine two. Seraphon have four Starhosts, all in the free faction pack and all confirmed in the free Battle Profiles:
- Eternal Starhost - once per turn, teleport a Seraphon unit that is near one of your Wizards to anywhere more than 9 inches from enemies.
- Shadowstrike Starhost - once per turn in your shooting phase, move up to three Skink Infantry or Skink Cavalry units a short rolled distance, but not into combat.
- Sunclaw Starhost - once per turn at the end of any turn, up to three Saurus or Kroxigor units already in combat pile in again and inflict a little mortal damage.
- Thunderquake Starhost - passive: every Seraphon Monster gets 2 extra Health.
The Scourge of Aqshy pack does not add a fifth, so this really is the whole list.
The Scourge of Aqshy seasonal layer
Alongside the General's Handbook 2026-27, Games Workshop published Scourge of Aqshy: a free per-faction rules layer. Every faction got one, and the contents vary. The Seraphon pack contains: - Servants of the Cosmic Order, a heroic traits table: Arcane Determination, Calm and Collected and Lord of Space and Time, the last of which is Slann Starmasters only; - Beasts of the Dark Jungle, a monstrous traits table: Armour Cruncher, Titanic Slam and Chameleonic Camouflage; - variant warscrolls for the Saurus Scar-Veteran on Aggradon and the Slann Starmaster.
It contains no battle formations. Two rules about how the layer plugs in matter more than the individual cards: a Scourge of Aqshy table replaces the equivalent faction pack table rather than adding to it, so taking Servants of the Cosmic Order means giving up Celestial Disciplines, and several of these cards key off the season's fury and rage rules, so they only do anything in a General's Handbook 2026-27 game.
This pack was one of the ones refreshed in the 26 August 2026 wave, so it is newer than the points document. Re-check it before the faction pack.
Key units and their roles
- Slann Starmaster and Lord Kroak - the casting engine, the reason Tepok is worth prophesying, and both the anchor and the passenger for Eternal Starhost.
- Skink Starseer and Skink Starpriest - cheaper Wizards, and the ones that make a teleport bubble mobile.
- Saurus Warriors and Saurus Guard - the Saurus infantry core that Sunclaw Starhost is built around.
- Kroxigor and Kroxigor Warspawned - slow, heavy hitters named directly in the Sunclaw ability.
- Skinks, Hunters of Huanchi, Raptadon Chargers and Hunters, Terradon and Ripperdactyl Riders - the Skink layer, and the only units Shadowstrike Starhost can move.
- Stegadon, Bastiladon, Engine of the Gods, Carnosaurs and the Troglodon - the Monsters, and the whole point of Thunderquake Starhost.
- Aggradon Lancers - Saurus Cavalry, so they qualify for Sunclaw as well.
- Realmshaper Engine - the faction terrain feature.
Which units are strongest shifts with each Battle Profiles republish, so treat this as a map of roles rather than a tier list.
Playstyle and a general gameplan
Seraphon are the game's most complete generalist: real casting, real melee, real speed and real monsters in the same roster. The trade is that the army rule asks you to commit to a plan before the first dice roll and then earn the rest of it.
A workable script: prophesy the Asterism your list cannot function without, usually Tepok for a Slann build or Sotek for a fast one, then spend the early rounds meeting the conditions for the second and third. Your formation choice should cover the gap the Asterisms leave: Eternal Starhost if you need reach, Shadowstrike if you need to score, Sunclaw if you intend to grind, Thunderquake if you have committed to dinosaurs.
Common mistakes and when Seraphon struggle
- Building around an Asterism you will not unlock. Quetzl needs your own territory clear, and Sotek needs you to reach the enemy general. If your list cannot make the condition true, the Asterism is decoration.
- Forgetting Eternal Starhost measures from a Wizard. The unit has to start wholly within 12 inches of a friendly Seraphon Wizard, so a dead or badly placed caster switches the formation off.
- Trying to charge with Shadowstrike. The move explicitly cannot end in combat. It is a scoring and repositioning tool, not an alpha strike.
- Expecting Sunclaw in the combat phase. It resolves at the end of any turn, so the units have to still be alive and still be in combat when it goes off.
- Assuming the Scourge of Aqshy tables add to the faction pack tables. They replace them.
Seraphon struggle when they are forced to react. The army rule rewards a plan carried out on schedule, so opponents who deny the conditions, kill the Slann or refuse to feed you kills can leave you playing with a quarter of your battle traits.
Common questions
Are Seraphon rules free?
Yes. Seraphon is one of only four Age of Sigmar factions with a complete free Faction Pack, which carries the battle traits and Asterisms, all four Starhost battle formations, heroic traits, artefacts, both spell lores, the terrain feature and every warscroll. It was created in December 2024 and last updated on 8 July 2026.
How many Asterisms can I have active?
One at deployment, from The Great Plan, which you must use. From the second battle round onward, Further the Great Plan can prophesy one more per round, but only an Asterism whose own battlefield condition is currently true. Effects stack once prophesied.
What does Eternal Starhost need to work?
A friendly Seraphon Wizard. The unit you teleport has to start wholly within 12 inches of one, and it arrives more than 9 inches from all enemy units. Losing your casters costs you the formation as well as your magic.
Can Shadowstrike Starhost move units into combat?
No. Up to three Skink Infantry or Skink Cavalry units that are not in combat each move a rolled distance in your shooting phase, and none of them may move into combat during that move. It is a scoring and repositioning tool.
Which Seraphon battle formation is best for beginners?
Thunderquake Starhost if you own dinosaurs, because it is passive and needs no timing. Sunclaw Starhost is the most forgiving for a Saurus infantry list. Eternal Starhost is the most powerful but demands you protect a Wizard and plan the teleport a turn ahead.
Where do I find current Age of Sigmar points?
In the free Battle Profiles download on Warhammer Community, not in the General's Handbook. It was last republished on 29 July 2026 and a newer version always replaces an older one. Age of Sigmar has no equivalent of the 40K Munitorum Field Manual and there is no Battlescroll download in the current index.
Written by Sprue Sentry, grounded in the cited sources. Original commentary, not Games Workshop rules text.