Seraphon – The Starblood Stalkers
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8"
2
5+
5
WARSCROLL

The Starblood Stalkers

The Starblood Stalkers are a pack of masterful skink hunters who pursue their foes into even the densest terrain before striking. Their cunning, bolstered by the camouflage of the Chameleon Skink Otapatl, has seen them take even the most cautious enemies by surprise.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Dartpipe
Dartpipe16"23+3+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Celestite Weapon
Celestite Weapon1"33+5+-1
PITCHED BATTLE PROFILE

Unit Size: 4      Points: 290
Battlefield Role: None
Base size: 25mm
Notes: Single, Unique. Kixi-Taka the Diviner, Klaq-Trok and The Starblood Stalkers must be taken as a set. Although taken as a set, each is a separate unit.

The models in The Starblood Stalkers are Xepic, Huachi, Tok and Otapatl. Xepic and Huachi are each armed with a Celestite Weapon; and Tok and Otapatl are each armed with a Dartpipe and Celestite Weapon.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Shadowstrike Temple-host

Star-venom: The blowdarts used by Chameleon Skinks are coated in deadly toxins.
If the unmodified hit roll for an attack made with a Dartpipe is 6, the target suffers 1 mortal wound and the attack sequence ends (do not make a wound roll or save roll).

Sacred Duty: The warriors of the Starblood Stalkers are tasked with protecting Kixi-Taka and ensuring the plans of the Old Ones come to fruition.
Before you allocate a wound or mortal wound to a friendly KIXI-TAKA, or instead of making a ward roll for a wound or mortal wound that would be allocated to a friendly KIXI-TAKA, if this unit is within 3" of that friendly KIXI-TAKA, you can roll a dice. On a 1-2, that wound or mortal wound is allocated to that KIXI-TAKA as normal. On a 3+, that wound or mortal wound is allocated to this unit instead.

KEYWORDS
ORDER, SERAPHON, SKINK, COALESCED, THE STARBLOOD STALKERS
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.
Army List
Warscrolls collated

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Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).
14.5 Mortal Wounds
Some attacks, spells and abilities cause mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound, or to allocate a wound or mortal wound to a unit other than the original target. Abilities of this type are referred to as wards, and the dice roll is referred to as a ward roll. Unless stated otherwise, the ward roll is made before the wound is allocated to the model in question. Up to 1 ward roll can be made for each wound or mortal wound, unless specified otherwise. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model. If a wound or mortal wound cannot be negated, you cannot make a ward roll for that wound or mortal wound.
© Vyacheslav Maltsev 2013-2024