SeraphonSkink Starpriest
8"
5
5+
6
WARSCROLL

Skink Starpriest

Blessed with great intelligence and a deep connection to Azyr, the Starpriests provide front-line magical support to the Seraphon in battle. Each is a talented wizard, able to unleash the scouring light of distant celestial bodies upon the foe.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Venombolt
Venombolt18"23+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Serpent Staff
Serpent Staff1"24+3+-11
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 120
Battlefield Role: Leader

DESCRIPTION

A Skink Starpriest is a single model armed with a Serpent Staff and Venombolt.

ABILITIES

Astral Herald: Through performing complex starrituals, these priests can divine – and therefore manipulate – the outcome of a battle.
At the start of your hero phase, roll a dice for this model. On a 5+, you receive 1 command point.

Serpent Staff: Channelling cosmic power through their twin-headed staff, a Starpriest coats their allies’ weapons in deadly venom.
In your hero phase, you can pick 1 friendly SERAPHON unit wholly within 12" of this model. If you do so, until your next hero phase, if the unmodified wound roll for an attack made by that unit is 6, that attack inflicts 1 mortal wound on the target in addition to any normal damage. A unit cannot benefit from this ability more than once per phase.

MAGIC

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. It knows the Arcane Bolt, Mystic Shield and Blazing Starlight spells.

Blazing Starlight: The Starpriest summons the blazing light of a distant celestial body.
Blazing Starlight has a casting value of 6. If successfully cast, pick 1 enemy unit within 18" of the caster and visible to them. Until your next hero phase, subtract 1 from hit rolls for attacks made by that unit.

KEYWORDS
ORDER, SERAPHON, SKINK, HERO, WIZARD, STARPRIEST
Command Abilities
If you have any HEROES in your army, you can use command abilities. Some command abilities are available to all armies, like the three on the right, while others are specific to certain models and appear on their warscroll. Some of these command abilities can only be used if that model is your general; when this is the case, it will be noted in the rules for the command ability.

In order to use any command ability you must spend 1 command point. You start the battle with 1 command point for each warscroll battalion you have in your army. In addition, you receive 1 command point at the start of each of your hero phases. You can use the same command ability several times in the same phase as long as you have enough command points to do so. Any command points you do not use can be used in a future turn. A command ability will usually specify when it is used; if it does not, it is used in your hero phase.
Modifiers
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.
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.
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 WIZARD keyword is used in following Seraphon warscrolls:

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