SeraphonSkink Oracle on Troglodon

Skink Oracle on Troglodon

Conduits of celestial magic, the Oracles are blessed with a portion of the slann’s magical might. They are the only skinks capable of taming the foul Troglodons, directing the loathsome beasts to slake their hunger on the enemies of the Seraphon.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Noxious Spittle
Noxious SpittleD33+3+-2
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Divining Rod
Divining Rod1"24+4+-1D3
Clawed Forelimbs
Clawed Forelimbs2"24+3+-2
Venomous Jaws
Venomous Jaws2"34+-2
Wounds SufferedMoveNoxious SpittleVenomous Jaws

Unit Size: 1      Points: 260
Battlefield Role: Leader, Behemoth


A Skink Oracle on Troglodon is a single model armed with a Divining Rod.

MOUNT: This model’s Troglodon attacks with its Noxious Spittle, Venomous Jaws and Clawed Forelimbs.


Drawn to the Screams: Troglodons are drawn to the screams elicited by wounds inflicted by their noxious spittle.
If any wounds inflicted by this model’s Noxious Spittle are allocated to an enemy model and not negated, until the end of the turn, you can re-roll charge rolls for this model.

Oracle of the Slann: An Oracle can draw upon some of the power of their slann master no matter how far away they may be.
Add 1 to casting, dispelling and unbinding rolls for this model. In addition, this model can attempt to unbind spells that are cast anywhere on the battlefield and attempt to dispel endless spells anywhere on the battlefield.

Regeneration: Troglodons are able to regrow injured flesh almost as soon as they are harmed.
In your hero phase, you can roll a dice for this model. If you do so, on a 2+, heal up to D3 wounds allocated to this model.

Terror: This terrifying monstrosity strikes fear into the hearts of its foes.
Subtract 1 from the Bravery characteristic of enemy units while they are within 3" of any friendly units with this ability.

Venomous Spittle: The venom that drips from a Troglodon’s jaws is extremely toxic and highly corrosive.
If the unmodified wound roll for an attack made with this model’s Noxious Spittle or Venomous Jaws is 6, that attack inflicts 1 mortal wound on the target in addition to any normal damage.


This model is a WIZARD. It can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase. This model knows the Arcane Bolt, Mystic Shield and Comet’s Call spells.

Comet’s Call: His consciousness soaring up to the heavens, the caster summons a cluster of comets before casting them into the enemy’s ranks.
Comet’s Call has a casting value of 7. If successfully cast, you can pick up to D3 different enemy units anywhere on the battlefield. Each of those units suffers D3 mortal wounds (roll separately for each). If the casting roll was 10+, pick up to D6 different enemy units instead of up to D3.

Charge roll, charge move
Any of your units within 12" of the enemy in your charge phase can attempt to make a charge move. Pick an eligible unit and make a charge roll for it by rolling 2D6. Each model in the unit can move a number of inches equal to the charge roll. You cannot make a charge move with a unit that has run or retreated earlier in the turn, or with a unit that is within 3" of an enemy unit.

The first model you move from a unit making a charge move must finish the move within ½" of an enemy model (you do not have to pick the target for the charge before making the charge roll). If that’s impossible, or you decide not to make the charge move, the charge fails and no models in the unit can move in this phase.

Once all models in one unit have made their charge moves, you can pick another eligible unit to make a charge attempt, until all units that you want to make charge attempts have done so.
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
Unbinding and Dispelling
A WIZARD can attempt to unbind an endless spell when it is initially cast as normal. In addition, a WIZARD can attempt to dispel one endless spell at the start of each of their hero phases. If a wizard attempts to dispel an endless spell, they can attempt to cast one less spell than normal that phase.

In order to dispel an endless spell, first pick an endless spell model within 30" of the wizard and visible to them, and then roll 2D6. If the roll is greater than the casting value of the spell, the endless spell is dispelled. An endless spell model cannot be subjected to more than one dispel attempt per hero phase.

When an endless spell is dispelled its model is removed from play; the model can then be used again if the same endless spell is successfully cast later in the battle.
Healing Wounds
Some abilities allow wounds that have been allocated to a model to be healed. For each wound that is healed, remove one of the wounds that have been allocated to the model. You can’t heal wounds on a model that has been slain.
Allocating Wounds
Once all of a unit’s attacks have been resolved, add up the damage that was inflicted. The player commanding the target unit must then allocate a number of wounds to the target unit equal to the damage that was inflicted.

Wounds are allocated one at a time to models in the target unit. You can allocate the wounds inflicted on your units as you see fit (the models do not have to be within range or visible to the attacking unit). However, if you allocate a wound to a model, you must keep on allocating wounds to that model until it is slain – a unit can never have more than one wounded model.

Some abilities allow you to make a roll to negate a wound or mortal wound allocated to a model; in this case the roll is made for each individual wound or mortal wound as it is allocated to the model in question. If the wound or mortal wound is negated it has no effect on the model.
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
Mortal Wounds
Some attacks, spells and abilities inflict mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. Mortal wounds caused at other times are allocated to models in the target unit as soon as they occur, in the same manner as wounds caused by damage from an attack.

After they have been allocated, a mortal wound is treated in the same manner as any other wound for all rules purposes.
Arcane Bolt
Arcane Bolt has a casting value of 5. If successfully cast, pick an enemy unit within 18" of the caster that is visible to them. That unit suffers 1 mortal wound. If the casting roll was 10 or more, the unit suffers D3 mortal wounds instead.
Mystic Shield
Mystic Shield has a casting value of 6. If successfully cast, pick a friendly unit within 18" of the caster that is visible to them. Re-roll save rolls of 1 for that unit until your next hero phase.

The SKINK keyword is used in following Seraphon warscrolls:

The MONSTER keyword is used in following Seraphon warscrolls:

Artillery, Leader, Behemoth
Leader, Behemoth

The WIZARD keyword is used in following Seraphon warscrolls:

Leader, Behemoth
Army List
Warscrolls collated
© Vyacheslav Maltsev 2013-2020