Seraphon – Slann Starmaster

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SERAPHON WARSCROLL
Slann Starmaster
5"
9
5+
2
Few beings in all existence can rival the arcane mastery of the slann. Surrounded by a nimbus of cosmic power and drifting forth atop a stone dais, these bloated, toad-like beings are the high priests of the Seraphon. Inspiring intense reverence and devotion amongst their cold-blooded kin, their physical frailty belies their true power – as any who have faced them upon the field of battle will attest. The slann’s sole reason for existence is to serve the will of the Old Ones, ensuring that none interfere with the workings of the Great Plan. Those who would threaten this cosmic pattern are destined for destruction. With a slow blink of their eyes or gentle wave of a hand, a Starmaster channels the fearsome potency of cosmic magic. Enemies are reduced to atoms by arcs of scintillating lighting, while the Starmaster’s own warriors are translocated through space and time to emerge wherever they can inflict the most damage. So supreme is a slann’s magical expertise that their skink attendants become vessels through which the Starmaster can project devastating conjurations, allowing their eldritch might to reach every corner of the battlefield.
SERAPHON WARSCROLL
Slann Starmaster
MELEE WEAPONS
AtkHitWndRndDmg
Azure Lightning [Crit (Mortal)]
Azure Lightning
Crit (Mortal)
63+3+11
BATTLE PROFILE

Unit Size: 1      Points: 280
Base size: 80mm
Can be reinforced: No
Regiment Options: 0-1 Skink Starpriest or Favoured Spawning, Any SERAPHON

Passive
MASTERS OF ORDER: The slann are amongst the greatest wizards in existence, and they shape the very stars with their magic.

Effect: Add 1 to casting 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.

Your Hero Phase
6
CELESTIAL EQUILIBRIUM: The slann’s form seems to shimmer and fade as it draws links between their allies and the turnings of the stars.

Declare: Make a casting roll of 2D6.

Effect: For the rest of the turn, add 1 to casting rolls made for other friendly SERAPHON WIZARDS while they are wholly within 12" of this unit.
KEYWORDSSPELL

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’.

Once Per Turn (Army), Your Hero Phase
CELESTIAL REINFORCEMENTS: The slann summons Seraphon warriors to the battlefield to bolster their forces and ensure the Great Plan is made manifest.

Declare: Pick a friendly SERAPHON unit that started the battle with 3 or more models and that has been destroyed to be the target.

Effect: Roll a dice. On a 4+, set up a replacement unit with half the number of models from the target unit (rounding up) wholly within 12" of this unit and more than 9" from all enemy units.

KEYWORDS
WARMASTER, HERO, WIZARD (3), INFANTRY, FLY, WARD (6+)
ORDER, SERAPHON, SLANN

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This HERO can join an eligible regiment as a Favoured Spawning.

Infantry Hero
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).
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.
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).
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.
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.
7.0 Manifestations
There are two types of manifestation: endless spells, which can be summoned by WIZARDS, and invocations, which can be summoned by PRIESTS. Each manifestation has its own warscroll, and the spell or prayer that allows that manifestation to be summoned will be found in the appropriate manifestation lore. No more than 1 friendly WIZARD or PRIEST can attempt to summon the same manifestation per turn, and a friendly WIZARD or PRIEST cannot attempt to summon a friendly manifestation that was removed from play in the same turn. Manifestations are not considered to be units, with the following exceptions:
  • They are treated as if they were units for the purposes of movement, combat range, being in combat and setting up other units. Units can finish a charge move within 1/2" of an enemy manifestation as if it were a unit.
  • If they have any melee or ranged weapons, they can use the ‘Fight’ and ‘ShootCORE abilities as if they were units.
  • If they have a Move characteristic greater than 0" (‘-’), they can use CORE MOVE abilities as if they were units.
  • They can be picked as targets of enemy abilities as if they were units. They are not affected by enemy abilities that do not involve picking targets.
  • Damage points can be inflicted on them as if they were units and they can be destroyed.
  • Manifestations that have a Move characteristic of 0" (‘-’) cannot move. For the purposes of movement, combat range, being in combat and setting up other units, they are only treated as if they were units in the combat phase. Units can finish a charge move within 1/2" of an enemy manifestation that has a Move characteristic of 0" (‘-’) instead of within 1/2" of an enemy unit.
  • Models can move through manifestations but cannot end a move on them.
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 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.

Effect: If the banishment roll equals or exceeds the banishment value listed on the manifestation’s warscroll, it is banished and removed from play. You cannot pick the same manifestation as the target of this ability more than once per turn.
KEYWORDSBANISH

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

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 tor 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

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

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:

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!

The WARD keyword is used in the following Seraphon warscrolls:

The SLANN keyword is used in the following Seraphon warscrolls:

24.2 Replacement Units
Some abilities allow you to set up a replacement unit. When setting up that unit, it should have the same warscroll type, weapon options and number of models as the original unit, unless otherwise specified in the ability. Many of these abilities specify the proportion of models in the replacement unit (e.g. half the number of models from the original unit). In these cases, you can pick which models from the original unit are set up.

The replacement unit is otherwise treated as a new unit; any keywords or abilities the original unit gained during the battle, and any persisting effects that applied to it, do not apply to the replacement unit. Each unit can only be replaced once, and you cannot replace replacement units.

Because a replacement unit is treated as a completely new unit, it could, for instance, use a Once Per Battle ability on its warscroll even if the unit it replaced used that ability earlier in the battle.
© Vyacheslav Maltsev 2013-2024