Seraphon – Slann Starmaster

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Slann Starmaster

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.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Azure Lightning
Azure Lightning3"63+3+-11

Unit Size: 1      Points: 310
Battlefield Role: Leader
Base size: 80mm
Notes: Single

A Slann Starmaster is armed with Azure Lightning.

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

WIZARD: This unit can attempt to cast 3 spells in your hero phase and attempt to unbind 3 spells in the enemy hero phase.

FLY: This unit can fly.

Arcane Vassal: A Slann Starmaster can channel the power of a spell through one of their followers.
Once per phase, when this unit attempts to cast a spell, before making the casting roll, you can pick either 1 friendly SKINK WIZARD within 12" of this unit 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 that spell from that SKINK WIZARD or ORACLE.

Foresight: The Starmaster casts their 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 unit. For each 4+, you receive 1 command point.

Gift from the Heavens: At a Starmaster’s command, their followers are wrapped in a mantle of Azyrite energy, allowing them to disregard the natural laws that govern the realms.
You can use this command ability in your hero phase. The command can only be issued by this unit, and the unit that receives the command must be a friendly SERAPHON unit. Until your next hero phase, that unit can fly. In addition, add 1 to save rolls for attacks made with missile weapons that target that unit until your next hero phase.

Masters of Order: The slann are amongst the greatest wizards in existence, and they shape the very stars with their magic.
Add 1 to casting, dispelling and unbinding rolls for this unit. In addition, this unit can attempt to unbind enemy spells that are cast anywhere on the battlefield and attempt to dispel endless spells anywhere on the battlefield.

Celestial Equilibrium: The slann’s form seems to shimmer and fade as it draws links between their allies and the turnings of the stars.
Celestial Equilibrium is a spell that has a casting value of 6. If successfully cast, until the end of the phase, add 1 to casting rolls for friendly WIZARDS other than the caster.

Shield of the Old Ones: The Starmaster weaves the very substance of the cosmos into a formidable arcane barrier.
Shield of the Old Ones is a spell that has a casting value of 7. If successfully cast, the caster has a ward of 4+ against mortal wounds until your next hero phase.

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.
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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).
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.
9.4 Flying
If the warscroll used by a model says that it can fly, you can ignore other models and terrain features when you trace the path of its move across the battlefield (it flies over them). In addition, when a model that can fly starts or finishes a move on a terrain feature, instead of tracing its move across the battlefield, you can trace it ‘through the air’, as shown in the diagram below.

A flying model cannot finish a move on top of another model or finish a normal move, run or retreat within 3" of an enemy unit.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.

The SKINK and WIZARD keywords are used in the following Seraphon warscrolls:

Leader, Behemoth
19.3.2 Dispelling Endless Spells
At the start of the hero phase, each player can attempt to dispel 1 endless spell with each friendly WIZARD and friendly PRIEST. The player whose turn is taking place makes all of their dispelling attempts first. If a WIZARD attempts to dispel an endless spell, they can attempt to cast or unbind 1 fewer spell in that hero phase. If a PRIEST attempts to dispel an endless spell, they can chant 1 fewer prayer in that hero phase. The same player cannot attempt to dispel the same endless spell more than once per phase.

To attempt to dispel an endless spell, pick 1 endless spell that is within 30" of a friendly WIZARD or friendly PRIEST and that is visible to them. Then make a dispelling roll by rolling 2D6. If the roll is greater than the casting value of that endless spell, it is dispelled and removed from play. An endless spell cannot be summoned again in the turn that it is removed from play.

The SLANN keyword is used in the following Seraphon warscrolls:


The WIZARD keyword is used in the following Seraphon warscrolls:

Leader, Behemoth

The STARMASTER keyword is used in the following Seraphon warscrolls:

14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound, or to allocate a wound or mortal wound to a unit other than the original target. Abilities of this type are referred to as wards, and the dice roll is referred to as a ward roll. Unless stated otherwise, the ward roll is made before the wound is allocated to the model in question. Up to 1 ward roll can be made for each wound or mortal wound, unless specified otherwise. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model. If a wound or mortal wound cannot be negated, you cannot make a ward roll for that wound or mortal wound.
© Vyacheslav Maltsev 2013-2024