Ancient beings created to serve the Old Ones, the Starmasters are amongst the greatest wizards in all the realms. The powers of the heavens are theirs to command, the energies of the stars wielded to annihilate their enemies.
Unit Size: 1 Points: 260
Battlefield Role: Leader
A Slann Starmaster is a single model armed with Azure Lightning.
Arcane Vassal: A Slann Starmaster can channel the power of a spell through one of their followers.
When this model attempts to cast
a spell, before making the casting roll
, you can pick either 1 friendly SKINK WIZARD
that is within 12" of this model or 1 friendly ORACLE
anywhere on the battlefield. If you do so and the spell is successfully cast and not unbound
, you must measure the range and visibility for the spell from that SKINK WIZARD or ORACLE.
Foresight: The Starmaster casts his mind into the future, reading the threads of destiny as easily as a mortal would read a map.
At the start of your hero phase
, roll 2 dice for this model. For each 4+, you receive 1 command point
Masters of Order: The slann are among the greatest wizards in existence, and they shape the very stars with their magic.
Add 1 to casting
rolls for this model. In addition, this model can attempt to unbind enemy spells that are cast anywhere on the battlefield and attempt to dispel endless spells
anywhere on the battlefield.
This model is a WIZARD
. It can attempt to cast
3 spells in your own hero phase
and attempt to unbind
3 spells in the enemy hero phase. It knows the Arcane Bolt
, Mystic Shield
and Comet’s Call
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.
Gift from the Heavens: At a Starmaster’s command, his followers are wrapped in a mantle of Azyrite energy, allowing them to disregard the natural laws that govern the Mortal Realms.
You can use this command ability
in your hero phase
. If you do so, pick 1 friendly SERAPHON
unit wholly within 18" of a friendly model with this command ability. Until your next hero phase, that unit can fly
and you can add 1 to save rolls
for attacks made with missile weapons
that target that unit. You can only use this command ability once per hero phase.
ORDER, SERAPHON, SLANN, HERO, WIZARD, STARMASTER