Seraphon – Skink Starpriest

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•SERAPHON WARSCROLL•
Skink Starpriest
8"
5
6+
2
At certain astrological conjunctions, a spawning pool will produce a single skink wreathed in arcane power and marked out for a great destiny. This creature is taken under the wing of their constellation’s senior Starseers, tutored in the astromantic arts and other esoteric disciplines. Starpriests fulfil many roles in Seraphon society; they are diplomats, engineers, prophets and adjutants. Often they are seen in the presence of a Starmaster, acting as living conduits of the slann’s mystical might. Yet Starpriests also possess potent magical abilities of their own, and when conflict rears its ugly head, they gladly bring this arcane fury to bear upon the enemies of the Great Plan. Any foe who imagines one of these diminutive creatures to be a helpless victim soon comes to regret their foolishness. Wearing a sacred feather headdress of Tepok and carrying a Serpent Staff imbued with raw celestite, a Skink Starpriest summons and wields magic with the skill of a master sorcerer. They can channel the war-god Sotek’s potent essence through their serpentine stave, causing the weapons of their fellow Seraphon to seep deadly toxins.
•SERAPHON WARSCROLL•
Skink Starpriest
Damage calculator
MELEE WEAPONS
AtkHitWndRndDmg
Serpent Staff
Serpent Staff34+4+1D3
BATTLE PROFILE

Unit Size: 1      Points: 90
Base size: 25mm
Can be reinforced: No
Regiment Options: 0-1 MONSTER, Any BEAST, Any KROXIGOR, Any non-MONSTER SKINK
Notes: This HERO can join Lord Kroak’s or a Slann Starmaster’s regiment.

Your Hero Phase
SERPENT STAFF: Channelling cosmic power through their twin-headed staff, a Starpriest causes their allies’ weapons to drip with deadly venom.

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

Effect: Roll a dice. On a 2+, the target’s melee weapons have Crit (Auto-wound) until the start of your next turn.

KEYWORDS
HERO, WIZARD (1), INFANTRY
ORDER, SERAPHON, SKINK
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).

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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.

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.’
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.

The WIZARD keyword is used in the following Seraphon warscrolls:

Monster Hero
Hero
Crit (Auto-wound)
If an attack made with this weapon scores a critical hit, that attack automatically wounds the target. Make a save roll as normal.

The BEAST keyword is used in the following Seraphon warscrolls:

The KROXIGOR keyword is used in the following Seraphon warscrolls:

Infantry
© Vyacheslav Maltsev 2013-2026