Seraphon – Skink Starseer
5"
5
5+
6
WARSCROLL

Skink Starseer

Greatest of all the skink priesthood, the Starseers are the most powerful wizards of a constellation after the slann themselves. Their celestial blessings allow them to gaze into the future, influencing the skeins of fate to their masters’ unknowable ends.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Astral Bolt
Astral Bolt18"23+3+-1D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Astromancer’s Staff
Astromancer’s Staff2"24+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 140
Battlefield Role: Leader

DESCRIPTION

A Skink Starseer is a single model armed with an Astromancer’s Staff and Astral Bolt.

FLY: This model can fly.

ABILITIES

Cosmic Herald: Through performing complex star-rituals, 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 4+, you receive 1 command point.

Astromancer’s Staff: A Starseer’s staff contains the power to alter the flow of time.
At the start of your charge phase, you can pick 1 friendly SERAPHON unit wholly within 12" of this model. If you do so, in that phase you can attempt to charge with that unit if it is within 18" of the enemy instead of 12", and you roll 3D6 instead of 2D6 when making the charge roll.

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 Control Fate spells.

Control Fate: This spell grants the caster a brief chance to influence the destiny of a friend or foe.
Control Fate has a casting value of 7. If successfully cast, pick 1 unit within 18" of the caster and visible to them. If that unit is an enemy unit, until your next hero phase, subtract 1 from save rolls for attacks that target that unit. If that unit is a friendly SERAPHON unit, until your next hero phase, add 1 to save rolls for attacks that target that unit.

KEYWORDS
ORDER, SERAPHON, SKINK, HERO, WIZARD, STARSEER
Flying
If the warscroll for a model says that the model can fly, it can pass across models and terrain features as if they were not there when it makes any type of move. Any vertical distance up and/or down is ignored when measuring a flying model’s move. It cannot finish the move on top of another model.
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.
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.
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.
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.

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