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. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Azure Lightning [Crit (Mortal)] | |||||||
Azure Lightning Crit (Mortal) | 6 | 3+ | 3+ | 1 | 1 |
Passive |
Your Hero Phase | 6 |
KEYWORDS | SPELL |
Once Per Turn, Any Hero Phase |
Once Per Turn (Army), Your Hero Phase |
KEYWORDS | WARMASTER, HERO, WIZARD (3), INFANTRY, FLY, WARD (6+) |
ORDER, SERAPHON, SLANN |
The HERO keyword is used in the following Seraphon warscrolls:
The INFANTRY keyword is used in the following Seraphon warscrolls:
Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities). | ||
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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. | ||
Passive |
Your Hero Phase | 6 |
KEYWORDS | SPELL |
Your Hero Phase |
KEYWORDS | BANISH |
The SKINK and WIZARD keywords are used in the following Seraphon warscrolls:
Reaction: Opponent declared a SPELL ability |
KEYWORDS | UNBIND |
The SERAPHON and WIZARD keywords are used in the following Seraphon warscrolls:
Your Hero Phase | 8 |
KEYWORDS | SPELL |
The WARMASTER keyword is used in the following Seraphon warscrolls:
The WIZARD keyword is used in the following Seraphon warscrolls:
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Passive |
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 FLY keyword is used in the following Seraphon warscrolls:
The WARD keyword is used in the following Seraphon warscrolls:
The SLANN keyword is used in the following Seraphon warscrolls:
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. | ||