Seraphon – The Starblood Stalkers
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8"
1
6+
5
WARSCROLL

The Starblood Stalkers

The Starblood Stalkers are a pack of masterful skink hunters who pursue their foes into even the densest terrain before striking. Their cunning, bolstered by the camouflage of the Chameleon Skink Otapatl, has seen them take even the most cautious enemies by surprise.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Meteoric Javelin
Meteoric Javelin8"15+4+-1
Dartpipe
Dartpipe16"23+4+-1
Boltspitter
Boltspitter16"15+5+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Celestite Dagger
Celestite Dagger1"15+5+-1
Moonstone Club
Moonstone Club1"14+3+-1
PITCHED BATTLE PROFILE

Unit Size: 4      Points: 200
Battlefield Role: None
Base size: 25mm
Notes: Single, Unique. Kixi-Taka the Diviner, Klaq-Trok and The Starblood Stalkers must be taken as a set. Although taken as a set, each is a separate unit.

DESCRIPTION

The Starblood Stalkers is a unit that has 4 models. Xepic is armed with a Moonstone Club and Star-buckler; Huachi is armed with a Meteoric Javelin, Celestite Dagger and Starbuckler; Tok is armed with a Boltspitter and Moonstone Club; and Otapatl is armed with a Dartpipe and Celestite Dagger.

ABILITIES

Chameleon Ambush: Chameleon Skinks can blend with their surroundings and go into hiding. Otapatl uses this talent to guide the rest of the Starblood Stalkers to well-chosen hiding places.
Instead of setting up this unit, KIXI-TAKA and KLAQ-TROK on the battlefield, you can place them to one side and say that they are hiding as reserve units. If you do so, at the end of any of your movement phases, you can set up this unit, KIXI-TAKA and KLAQ-TROK on the battlefield more than 9" from any enemy units and wholly within 9" of each other.

Any reserve units that are in hiding and not on the battlefield at the start of the fourth battle round are slain.

Star-buckler: Some skinks carry bucklers as resilient as the scales of a Stardrake.
Add 1 to save rolls for attacks that target this unit while at least half of the models are armed with Star-bucklers.

Star-venom: The darts used by Chameleon Skinks are coated in deadly toxins.
If the unmodified hit roll for an attack made with a Dartpipe is 6, that attack inflicts 1 mortal wound on the target and the attack sequence ends (do not make a wound or save roll).

KEYWORDS
ORDER, SERAPHON, COALESCED, THUNDER LIZARD, SKINK, STARBLOOD STALKERS
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.
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.

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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.
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).
3.1 Reserve Units and Summoned Units
Sometimes a rule will allow you to set up a unit in a location other than the battlefield as a reserve unit. A unit that is added to your army once the battle is underway is called a summoned unit.

When you set up a reserve unit, either during deployment or once the battle is underway, you must tell your opponent that the unit is in reserve and keep it to one side instead of placing it on the battlefield. At the start of the fourth battle round, units that are still in reserve are destroyed. Units cannot cast spells or use abilities while they are in reserve unless the spell or ability specifically says it can be used by reserve units.

Reserve units are picked as part of your army before the battle begins, while summoned units are units added to your army once the battle is underway. Models that have been removed from play can be used as part of a summoned unit.

The KIXI-TAKA keyword is used in the following Seraphon warscrolls:

Leader

The KLAQ-TROK keyword is used in the following Seraphon warscrolls:

None
© Vyacheslav Maltsev 2013-2023