Seraphon – Skinks

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SERAPHON WARSCROLL
Skinks
8"
1
6+
1
Frailer than their saurus cousins, skinks make up for their lack of raw power with agility, cunning and a natural aptitude for skirmish combat. Few foes can keep pace with these fleet-footed reptiles as they strike and fade away, leaving their quarry riddled with poisonous blowpipe darts. Such tactics are a vital tool in the Seraphon way of war, pulling apart enemy formations so that the armoured wedge of the saurus can deal the killing blow. As confusion reigns amidst the maelstrom of battle, skinks circle back to strike at the flanks of their foe with ruthlessness at least equal to their larger kin, falling upon isolated troops with moonstone javelins, cudgels and daggers. By far the most numerous of all Seraphon species, skinks are not born warriors. When they are not called upon to fight, they spend most of their time performing the tasks that keep the temple-cities and ships functioning – acting as administrators, technicians and artisans. Yet such is their devotion to the Old Ones that they will drop their tools whenever the situation demands it, gladly sacrificing their lives for the greater cause.
SERAPHON WARSCROLL
Skinks
RANGED WEAPONS
RngAtkHitWndRndDmg
Javelins and Boltspitters [Shoot in Combat]
Javelins and Boltspitters
Shoot in Combat
12"24+4+-1
MELEE WEAPONS
AtkHitWndRndDmg
Celestite Daggers and Moonstone Clubs
Celestite Daggers and Moonstone Clubs14+5+-1
BATTLE PROFILE

Unit Size: 10      Points: 80
Base size: 25mm
Can be reinforced: Yes

Passive
SWIFT AND NIMBLE: Though not physically powerful, skinks are fleet of foot, able to rapidly redeploy and outmanoeuvre the enemy at a single chirruped command.

Effect: When this unit uses the ‘Redeploy’ command, when determining the distance this unit can move, you can roll 2 dice instead of 1 and pick either result.

KEYWORDS
INFANTRY, CHAMPION
ORDER, SERAPHON, SKINK

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1.0 Champions
Units with the CHAMPION keyword have one or more champion models. If there is a number after the CHAMPION keyword, that number indicates the proportion of models in that unit that can be champions. In any other case, 1 model in the unit can be a champion. Units with the CHAMPION keyword have the following passive ability:

Passive
CHAMPION: A veteran fighter leads the charge.

Effect: Add 1 to the Attacks characteristic of weapons used by champions in this unit.

Shooting attacks
Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).
Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.
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.
Enemy Movement Phase
1
REDEPLOY: Taking initiative, the warriors hastily reposition to respond to enemy movements.

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

Effect: Each model in that unit can move up to D6". That move cannot pass through or end within the combat range of an enemy unit.
KEYWORDSMOVE, RUN
© Vyacheslav Maltsev 2013-2025