Seraphon – Skink Starseer

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SERAPHON WARSCROLL
Skink Starseer
5"
6
4+
2
The highest-ranking skink priests are known as Starseers. They are renowned for their miraculous gifts of prophecy and foresight and for their deep connection to the workings of the heavens. Venerable creatures from a species not known for its longevity, the physically frail Starseers prefer to travel atop floating seats of power festooned with charms and astromantic tools – ancient devices that also act as powerful receptors for arcane energies. From their perch, a Starseer surveys the battlefield, channelling the magic of the stars and manipulating it to destroy their enemies or grant boons to their allies. They wield tools befitting of their station, such as orbs of pure star glass, which they use to scry the near-future and foresee those rare and potent moments when the stars align and the patterns of fate reveal themselves. This insight they gift to their own servants, granting them protection from incoming attacks. In the same fashion, a Starseer can harness their deep connection to Azyr to subtly alter the patterns of fate, exposing their enemies to doom and disaster.
SERAPHON WARSCROLL
Skink Starseer
MELEE WEAPONS
AtkHitWndRndDmg
Astromancer’s Staff
Astromancer’s Staff24+3+1D3
BATTLE PROFILE

Unit Size: 1      Points: 170
Base size: 50mm
Can be reinforced: No
Regiment Options: 0-1 MONSTER, Any BEAST, Any KROXIGOR, Any non-MONSTER SKINK

Once Per Battle (Army), Your Hero Phase
SCRY THE STARS: By drawing upon the energies of the heavens, the Starseer peers along the tangled weave of fate, gleaning insight that can be used to prepare their servants.

Effect: Roll a number of dice equal to the current battle round number. For each 3+, pick a friendly SERAPHON unit wholly within 18" of this unit. That unit has WARD (5+) until the start of your next turn.

Your Hero Phase
7
CELESTIAL DOOM: The Starseer harnesses their deep connection with Azyr to subtly shift the alignment of the stars above, altering the path of fate and spelling doom for those who stand in the way of the Great Plan.

Declare: Pick a visible enemy unit within 18" to be the target, then make a casting roll of 2D6.

Effect: Ward rolls cannot be made for the target for the rest of the turn.
KEYWORDSSPELL

KEYWORDS
HERO, WIZARD (2), INFANTRY, FLY
ORDER, SERAPHON, SKINK

The BEAST keyword is used in the following Seraphon warscrolls:

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The KROXIGOR keyword is used in the following Seraphon warscrolls:

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 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.
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

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:

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.
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!
© Vyacheslav Maltsev 2013-2025