Seraphon – Kroxigor
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8"
4
4+
7
WARSCROLL

Kroxigor

Taller and bulkier than even the most hulking saurus, each Kroxigor is a monstrously strong crocodilian 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
Moon Hammer
Moon Hammer2"See below4+3+-12
Vice-like Jaws
Vice-like Jaws1"14+3+-11
PITCHED BATTLE PROFILE

Unit Size: 3      Points: 150
Battlefield Role: None
Base size: 50mm

BATTALIONS

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

DESCRIPTION

A unit of Kroxigor has any number of models, each armed with a Drakebite Maul and Vice-like Jaws. 1 in every 3 models in this unit can replace their Drakebite Maul with a Moon Hammer.

ABILITIES

Battle Synergy: Kroxigor fight all the harder in the presence of skinks.
Add 1 to hit rolls for attacks made by this unit while it is wholly within 6" of any SKINK units.

Jaws Like a Steel Trap: A Kroxigor in full battlefrenzy may clamp its massive teeth around its victim, shaking them back and forth like a rag doll to shatter bones and rip through flesh.
If the unmodified hit roll for an attack made with Vice-like Jaws is 6, that attack inflicts 1 mortal wound on the target in addition to any normal damage.

Sweeping Blows: A Kroxigor armed with a Moon Hammer swings its weapon in wide arcs, smashing aside a multitude of foes with each blow.
The Attacks characteristic of a Moon Hammer is equal to the number of enemy models within 2" of the attacking model when the number of attacks made with the weapon is determined.

KEYWORDS
ORDER, SERAPHON, KROXIGOR
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.

The SKINK keyword is used in the following Seraphon warscrolls:

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.
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.
© Vyacheslav Maltsev 2013-2021