Seraphon – Skinks

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The smallest of all Seraphon subspecies, skinks are swift and clever warriors. Though physically frail they are capable of covering ground with impressive speed, swarming as a scaly mass to unleash a storm of poison-tipped projectiles.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Meteoric Javelin
Meteoric Javelin8"14+5+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Celestite Dagger
Celestite Dagger1"15+5+-1
Moonstone Club
Moonstone Club1"24+4+-1

Unit Size: 10      Points: 90
Battlefield Role: Battleline
Base size: 25mm

This unit is referred to as a Skink Cohort. Each model in a Skink Cohort is armed with 1 of the following weapon options: Meteoric Javelin, Celestite Dagger and Star-buckler; Boltspitter, Celestite Dagger and Star-buckler; Moonstone Club and Star-buckler; or Boltspitter and Moonstone Club. All models in the unit must be armed with the same weapon option.

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

SHIELD: If this unit is armed with Star-bucklers, it has a Save characteristic of 5+ instead of 6+.

CHAMPION: 1 model in this unit can be a Skink Alpha. Add 1 to the Attacks characteristic of that model’s weapons.

Swift and Nimble: Though not physically powerful, skinks are fleet of foot, able to rapidly redeploy and outmanoeuvre the enemy at a single chirruped command.
Each time this unit runs or receives the Redeploy command, when determining the distance this unit can move, you can roll 2 dice instead of 1 and pick either result.

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8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run. Units cannot run if they are within 3" of an enemy unit.
As the enemy draw close, battle-hardened warriors adjust their position to leave their foe at a disadvantage.
You can use this command ability in the enemy movement phase after an enemy unit finishes a normal move, run or retreat. The unit that receives the command must be within 9" of that enemy unit and more than 3" from all enemy units. You can make a D6" move with the unit that receives the command, but it must finish the move more than 3" from all enemy units and cannot shoot later in the turn.
© Vyacheslav Maltsev 2013-2024