Seraphon – Kroxigor
 ]

This warscroll does not meet the selection criteria (see Filter combo-box or Settings tab).
5"
5
4+
7
WARSCROLL

Kroxigor

Taller and bulkier than even the most hulking saurus, each Kroxigor is a monstrously strong reptilian brute. They wade into battle alongside massed skink cohorts, crushing any who would threaten their diminutive cousins.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Drakebite Maul
Drakebite Maul2"44+3+-12
Moonstone Hammer
Moonstone Hammer2"43+3+-13
PITCHED BATTLE PROFILE

Unit Size: 3      Points: 160
Battlefield Role: None
Base size: 50mm
Notes: Battleline in a Koatl’s Claw army

This unit is referred to as a Kroxigor Cohort. Each model in a Kroxigor Cohort is armed with a Drakebite Maul. 1 in every 3 models can replace their Drakebite Maul with a Moonstone Hammer.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Thunderquake Starhost
 • Thunderquake Temple-host

Skink Guidance: The physical strength of these brutish creatures comes at the cost of their diminished intellect, and so Kroxigor rely on nearby skinks to direct them in battle.
Unit champions of SKINK units can issue commands to this unit if this unit is wholly within 12" of the SKINK unit.

Sweeping Blows: Kroxigor swing their weapons in wide arcs, smashing aside a multitude of foes with each blow.
If the unmodified hit roll for an attack made with a Drakebite Maul or Moonstone Hammer is 6 and the target unit has 10 or more models, that attack scores 2 hits on the target instead of 1. Make a wound roll and save roll for each hit.

Vice-like Jaws: With rows of serrated iron-sharp fangs, few can survive the powerful bite of a Kroxigor.
Each time this unit fights, after all of its attacks have been resolved, pick 1 enemy unit within 1" of this unit and roll 3 dice for each model in this unit within 1" of that unit. These dice rolls are referred to as bite rolls. For each bite roll of 6+, that enemy unit suffers 1 mortal wound.

KEYWORDS
ORDER, SERAPHON, KROXIGOR, KROXIGOR COHORT
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.
Army List
Warscrolls collated

Disable Ads



Boosty subscribers may disable ads:
1. Enter e-mail you have used to login on Boosty.
2. Press Get pin code button (if you don’t have it already)
3. Enter pin code.

Note that login database updated once a day. So, if you are a new booster - try tomorrow. And thank you!
6.1 Using Command Abilities
To use a command ability, you must spend 1 command point, pick 1 friendly model to issue the command, and pick 1 friendly unit to receive the command. Unless noted otherwise, the models that can issue commands and the units they can issue them to are as follows:
  • Unit champions can issue commands to their own unit (see 22.3.2).
  • HEROES can issue commands to units that are wholly within 12" of them.
  • Generals can issue commands to units that are wholly within 18" of them.
  • TOTEMS can issue commands to units that are wholly within 18" of them.
Each command ability will say when it can be used and what effect it has on the unit that receives it. A model cannot issue more than 1 command in the same phase and a unit cannot receive more than 1 command in the same phase. In addition, you cannot use the same command ability more than once in the same phase (even for different units).
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.

The KROXIGOR keyword is used in the following Seraphon warscrolls:

None
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
© Vyacheslav Maltsev 2013-2024