Seraphon – Lord Kroak

This warscroll does not meet the selection criteria (see Settings tab).
•SERAPHON WARSCROLL•
Lord Kroak
5"
18
4+
5
4+
Lord Kroak is the first of the slann, the guiding light of the Seraphon and the being chosen to oversee the completion of the Great Plan – the cosmic pattern ordained by the god-like Old Ones. Even the gods of Sigmar’s Pantheon are mere children to him, for Kroak was shaped by the Old Ones in the murky aeons of prehistory. Granted depthless wisdom and an unrivalled mastery of the aether, he has served his creators faithfully by defending reality against the malignant pull of Chaos at the cost of his physical form. Though his body is now little more than a withered husk slumped upon a palanquin, Kroak’s formidable spirit clings to his mummified remains and coordinates the cosmos-spanning wars of the Seraphon. When fate demands it,the First Spawned takes to the field of battle wielding the powers of creation to restore order. With but a thought, Lord Kroak can summon a hail of burning meteors from the skies or imbue his cold-blooded kin with the very power of the stars. Yet his most fearsome magics are echoes of the devastating sorcery unleashed in the final moments of his life – an eruption of celestial force so powerful that it can shatter armies in an instant and reduce entire cities to dust.
•SERAPHON WARSCROLL•
Lord Kroak
Damage calculator
RANGED WEAPONS
RngAtkHitWndRndDmg
Gaze of Kroak [Shoot in Combat]
Gaze of Kroak
Shoot in Combat
12"12+3+2D6
MELEE WEAPONS
AtkHitWndRndDmg
Azyrite Force Barrier [Crit (Mortal)]
Azyrite Force Barrier
Crit (Mortal)
2D63+3+11
BATTLE PROFILE

Unit Size: 1      Points: 410
Base size: 80mm
Can be reinforced: No
Regiment Options: 0-1 Skink Starpriest, Skink Starseer or Favoured Spawning, Any SERAPHON

Passive
SUPREME MASTER OF ORDER: The slann are amongst the greatest wizards in existence, but Lord Kroak is mighty even in comparison to others of his kind.

Effect: Add 2 to casting rolls, and add 1 to unbinding rolls and banishment rolls for this unit. In addition, this unit can use an UNBIND ability if an enemy WIZARD anywhere on the battlefield uses a SPELL ability instead of an enemy WIZARD within 30" of this unit, and when using the ‘Banish Manifestation’ ability, this unit can pick a manifestation anywhere on the battlefield instead of within 30" of it.

End of Any Turn
DEAD FOR INNUMERABLE AGES: Lord Kroak is no longer truly alive; his form is preserved only by his indomitable spirit. As a result, he is immune to all but the most devastating attacks.

Effect: This unit must use this ability each turn while it is damaged. Roll 3D6 and add the number of damage points this unit has to the roll. On a 20+, this unit is destroyed. Otherwise, Heal (18) this unit.

Once Per Turn, Any Hero Phase
ARCANE VASSAL: A Slann Starmaster can channel the power of a spell through one of their followers.

Declare: Pick a friendly SKINK WIZARD wholly within 18" of this unit to be the target.

Effect: Measure the range and visibility of the next SPELL ability used by this unit this phase from the target instead of from this unit.

The target is treated as the caster for the purpose of other abilities or spell effects, such as ‘Unbind’ or ‘The Earth Trembles’.

Your Hero Phase
7
CELESTIAL DELIVERANCE: Lord Kroak’s palanquin quivers with barely contained force before unleashing ruination on the enemies of the Seraphon.

Declare: This unit can cast this spell more than once per phase. Pick up to 3 different visible enemy units within 18" of this unit to be the targets, then make a casting roll of 2D6.

Effect: Inflict D3 mortal damage on each target.
KEYWORDSSPELL

KEYWORDS
WARMASTER, UNIQUE, HERO, WIZARD (3), FLY, WARD (4+)
ORDER, SERAPHON, SLANN
Errata
Lord Kroak
In the effect of the ‘Arcane Vassal’ ability:
Replace:
‘the next SPELL ability used by this unit’ with ‘the next SPELL ability used by this unit this phase’.

Add the following:
‘The target is treated as the caster for the purpose of other abilities or spell effects, such as ‘Unbind’ or ‘The Earth Trembles’.

In the effect of ‘Supreme Master of Order’, replace:
‘Add 2 to casting rolls for this unit’
with:
‘Add 2 to casting rolls, and add 1 to unbinding rolls and banishment rolls for this unit’.

In the declare step of ‘Celestial Deliverance’, replace ‘12"’ with ‘18"’. Also, change the effect to ‘Inflict D3 mortal damage on each target.’
Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.
17.2 Mortal Damage
Some abilities inflict mortal damage. If an ability inflicts mortal damage on a unit, add that number of damage points to the unit’s damage pool for that ability (see 18.2 Allocating Damage).
Passive
SEED OF REBIRTH: Should the bearer of this seed ever fall, its rejuvenating energies will grant them new life.

Effect: The first time this unit would be destroyed, before removing it from play, roll a dice. On a 3+, this unit is not destroyed and any remaining damage points inflicted on it have no effect. Then, Heal (D3) this unit.
21.0 Healing
Some abilities allow you to heal a unit. To heal a unit, remove a number of damage points from the unit equal to the number in brackets after ‘Heal’, e.g. Heal (2).

FAQ

Q:If an ability (e.g. ‘Seed of Rebirth’) would allow a unit that would be destroyed to negate all remaining damage points then heal to prevent that unit from being destroyed, and another ability (e.g. ‘Quenching the Flames’) prevents that unit from healing, would that unit still be destroyed?
A:
Yes.

Disable Ads



Boosty subscribers may disable ads:
1. Enter e-mail you have used to login on Boosty.
2. Press Get new 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!
Crit (Mortal)
If an attack made with this weapon scores a critical hit, that attack inflicts mortal damage on the target unit equal to the Damage characteristic of that weapon and the attack sequence ends.
3.1 Regiments
Armies are made up of one or more regiments, each of which is led by a Hero. You must have at least 1 regiment in your army, and you can include a maximum of 5 regiments. To add a regiment, pick 1 HERO from your faction, then pick up to 3 non‑HERO units to accompany them.

Each HERO’s battle profile lists which units can be added to their regiment, and each non-HERO unit’s battle profile lists any relevant keywords it has. The battle profiles of some HEROES may say that they can be added to the regiment of another HERO in place of a non-HERO unit in that regiment.

Those HEROES can join an eligible regiment as a Favoured Spawning.

Hit Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Hit characteristic, the attack scores a successful hit: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified hit rolls of 1 always fail. If an unmodified hit roll for an attack made with a weapon is a 6, that attack is a critical hit.

Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities).
Cover
Subtract 1 from hit rolls for attacks that target a unit that is behind or wholly on this terrain feature, unless that unit charged this turn or has the FLY keyword.
Your Movement Phase
RETREAT: The fighters disengage from combat, though at the cost of lowering their defences.

Declare: Pick a friendly unit that is in combat to use this ability.

Effect: Inflict D3 mortal damage on that unit. That unit can move a distance up to its Move characteristic. That unit can move through the combat ranges of any enemy units but cannot end that move within an enemy unit’s combat range.
KEYWORDSCORE, MOVE, RETREAT
7.0 Combat Range
Each model has a combat range that extends 3" horizontally from its base and any distance vertically from that circle to form a cylinder. The combat range of a unit extends 3" horizontally and any distance vertically from every model in that unit. Units from opposing armies that are within each other’s combat range and that are visible to each other are in combat with each other. When a unit that is not in combat enters the combat range of a visible enemy unit, it moves into combat.
A model is considered to be in combat with an enemy unit if that unit is within the model’s combat range and visible to it’

  • A unit’s combat range extends 3" out from every model in that unit.
  • If any enemy models are within a unit’s combat range and visible to it, that unit is in combat.

FAQ / Errata

FAQ
Q:If a model in base-to-base contact with an enemy model retreats 3" directly away from the enemy model, is it still in combat with that enemy model?
A:
No.
Errata
Addenda: 7.0 Combat Range
Add the following:

‘A model is considered to be in combat with an enemy unit if that unit is within the model’s combat range and visible to it.’
Passive
FLY: Soaring above the battlefield, this unit can reach destinations that are inaccessible to other troops.

Effect: As this unit moves, it ignores other models, terrain features and the combat ranges of enemy units. It cannot end its move in combat unless specified in the ability that allowed it to move. Ignore any vertical distance moved for this unit.
Obscuring
While every model in a non-MONSTER non‐WAR MACHINE unit that does not have the FLY keyword is within 1" of this terrain feature, the following apply:
  • That unit is only visible to enemy units that are within its combat range.
  • The Range characteristic of that unit’s ranged weapons is halved (rounding down to the nearest inch).
Unstable
Models can move across but cannot be set up on or end any type of move on any part of this terrain feature that is more than 1" tall.
1.4.2 Obscuring Terrain
Examples: Wyldwood, fortress wall
Terrain Abilities: Cover, Obscuring, Unstable
6.0 Visibility
A target model is visible to another model (which we’ll call the ‘observing model’) if you can draw a straight line through the air (whether horizontal, diagonal or vertical) from any point on the observing model to any point on the target model that does not intersect any objects except for other models in the observing model’s unit. A target unit is visible to an observing unit if at least 1 model in the target unit is visible to at least 1 model in the observing unit. A model is always considered to be visible to itself.
If a rule or ability requires a target to be both within a given range of and visible to the unit using that ability, or to a model in that unit, both conditions must be met by the same model in the target. You could not, for instance, target a unit where one model is within range but not visible and another model is not in range but is visible.
  • If any part of another model can be seen by an observing model, both the target model and its unit are visible to that observing model.

In some cases, it might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes.

FAQ / Errata

FAQ
Q:If a non-FLY INFANTRY HERO (e.g. a Scinari Cathallar) is a Shrine Guardian of a Shrine Luminor, and that Shrine Guardian is within 1" of an obscuring terrain feature, is the Shrine Guardian visible to enemy abilities that target the Shrine Guardian?
A:
Yes.
Errata
6.0 Visibility
Add the following:

‘If a rule or ability requires a target to be both within a given range of and visible to the unit using that ability, or to a model in that unit, both conditions must be met by the same model in the target. You could not, for instance, target a unit where one model is within range but not visible and another model is not in range but is visible.’
18.1 Ward Saves
Units with the WARD keyword have the ‘Ward Save’ passive ability. The number after the WARD keyword indicates the ward value for the ward save. If a unit had WARD (5+), for example, its ward value would be 5. If a unit has more than one ward save, only the ward save with the lowest value applies to it; the other has no effect.

Passive
WARD SAVE: Whether through their uncanny reflexes, unnatural toughness or a source of mystical protection, these warriors can avoid otherwise lethal attacks.

Effect: In step 1 of the damage sequence (see 18.0), make a ward roll of D6 for each damage point in this unit’s damage pool. If the roll equals or exceeds this unit’s ward value, remove that damage point from the damage pool.

2.0 Spells
The declare step of each spell will tell you to make a casting roll of 2D6. If the roll does not equal or exceed the spell’s casting value (at the top-right corner of the spell), the spell fails and its effect is not resolved.

If the unmodified casting roll includes 2 or more rolls of 1, the spell is miscast: the spell fails, its effect is not resolved, D3 mortal damage is inflicted on the WIZARD that used it, and that WIZARD cannot use any more spells in that phase.

Enemy reactions can only be used if the casting roll equals or exceeds the spell’s casting value. So long as the spell is not unbound (see 4.0), then it is successfully cast: resolve its effect.

EXAMPLE SPELL
Your Hero Phase
6
MYSTIC SHIELD: The caster's allies are bathed in an unearthly glow that protects them from harm.

Declare: Pick a visible friendly unit wholly within 12" of this WIZARD to be the target. Then, make a casting roll of 2D6.

Effect: The target has WARD (6+) this turn.
KEYWORDSSPELL

Unbind
Reaction: Opponent declared a SPELL ability
UNBIND: The wizard saps the energy from an enemy’s spell, nullifying its effects.

Used By: A friendly WIZARD within 30" of the enemy WIZARD casting the spell.

Effect: Make an unbinding roll of 2D6. If the roll exceeds the casting roll for the spell, then the spell is unbound and its effect is not resolved. This reaction cannot be used more than once per casting roll.
KEYWORDSUNBIND

1.0 Wizards and Priests
WIZARDS are special units that can cast spells, and PRIESTS are special units that can chant prayers. Spells and prayers are powerful abilities that can have a dramatic impact on the battle.
Banish Manifestation
Your Hero Phase
BANISH MANIFESTATION: The wizard or priest disrupts the arcane forces sustaining a manifestation, wiping it from existence.

Declare: Pick a friendly WIZARD or PRIEST to use this ability, pick a MANIFESTATION within 30" of them that was not summoned this turn to be the target, then make a banishment roll of 2D6. Add 1 to the banishment roll for each additional enemy MANIFESTATION on the battlefield after the first. You cannot pick the same MANIFESTATION to be the target of this ability more than once per turn.

Effect: If the banishment roll equals or exceeds the banishment value listed on the MANIFESTATION’s warscroll, it is banished and removed from play.
KEYWORDSBANISH

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

Infantry Hero
Monster Hero

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

Monster Hero
Hero
Your Hero Phase
8
THE EARTH TREMBLES: With a focused pulse of will, the Starmaster sets the energy of the ley lines spiking until the ground is violently torn asunder.

Declare: Pick a friendly SERAPHON WIZARD to cast this spell, pick a point on the battlefield within 18" of them to be the target point, then make a casting roll of 2D6.

Effect: Draw a straight line between the target point and the closest part on the caster’s base. Roll a D3 for each unit (friendly and enemy) that has models passed across by this line. On a 2+, inflict an amount of mortal damage on that unit equal to the roll.
KEYWORDSSPELL

The WARMASTER keyword is used in the following Seraphon warscrolls:

Hero

The UNIQUE keyword is used in the following Seraphon warscrolls:

Hero

The WIZARD keyword is used in the following Seraphon warscrolls:

Monster Hero
Hero
Your Movement Phase
NORMAL MOVE: The warriors advance across the battlefield.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: That unit can move a distance up to its Move characteristic. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE
15.4 Flying
Units with the FLY keyword have the following passive ability:

Passive
FLY: Soaring above the battlefield, this unit can reach destinations that are inaccessible to other troops.

Effect: As this unit moves, it ignores other models, terrain features and the combat ranges of enemy units. It cannot end its move in combat unless specified in the ability that allowed it to move. Ignore any vertical distance moved for this unit.


When moving flying units, move them horizontally in any direction, ignoring intervening models and terrain, and place them where you wish, so long as they are allowed to end their move on that spot. Note that some units have the FLY keyword even if that unit can’t really fly. This often represents units that bounce, bound or skitter across the battlefield so adeptly that they might as well be flying!

FAQ

Q:If an ability that allows a unit to move states that the unit cannot move into combat (e.g. Normal Move), does FLY allow that unit to move across an enemy unit’s combat range?
A:
Yes.

The FLY keyword is used in the following Seraphon warscrolls:

Cavalry Hero
Hero
Beast

The WARD keyword is used in the following Seraphon warscrolls:

Hero

The SLANN keyword is used in the following Seraphon warscrolls:

Hero
© Vyacheslav Maltsev 2013-2026