SeraphonChameleon Skinks
8"
1
6+
5
WARSCROLL

Chameleon Skinks

Chameleon Skinks stalk their prey with infinite patience. Able to blend perfectly into their environment, these peerless hunters silently creep up on their targets, before unleashing a storm of blowdarts covered in the most potent venoms.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Dartpipe
Dartpipe16"23+4+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Celestite Dagger
Celestite Dagger1"15+5+-1
PITCHED BATTLE PROFILE

Unit Size: 5 - 20      Points: 90
Battlefield Role: None

DESCRIPTION

A unit of Chameleon Skinks has any number of models, each armed with a Dartpipe and Celestite Dagger.

ABILITIES

Chameleon Ambush: Chameleon Skinks can blend with their surroundings and go into hiding.
Instead of setting up this unit on the battlefield, you can place it to one side and say that it is hiding as a reserve unit. If you do so, at the end of any of your movement phases, you can set up this unit on the battlefield more than 9" from any enemy units.

If this unit is on the battlefield at the end of your movement phase, you can remove it and say that it is hiding as a reserve unit. You can reveal it as described above at the end of any of your subsequent movement phases.

Any reserve units that are in hiding and not on the battlefield at the start of the fourth battle round are slain.

Perfect Mimicry: A Chameleon Skink lurking amidst dense terrain is nearly impossible to spot.
The cover modifier adds 3 to save rolls for attacks that target this unit, instead of 1.

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

KEYWORDS
ORDER, SERAPHON, SKINK, CHAMELEON SKINKS
Reserves
Reserves are units that are part of your army, but which have an ability that allows you to set them up in a location other than on the battlefield and deploy them later once the battle has begun. Setting up a reserve unit is not considered a move for the unit, but it may restrict a unit’s ability to move in the same turn. Any reserves that have not been set up when the battle ends are treated as if they had been slain when you are working out which side won the battle.
Cover
Add 1 to save rolls for a unit if all of its models are wholly on or within a terrain feature when the rolls are made. This modifier does not apply in the combat phase if the unit you are making save rolls for made a charge move in the same turn, and never applies to units containing models with the MONSTER or WAR MACHINE keyword that have a Wounds characteristic of 8 or more.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
Mortal Wounds
Some attacks, spells and abilities inflict 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 suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. Mortal wounds caused at other times are allocated to models in the target unit as soon as they occur, in the same manner as wounds caused by damage from an attack.

After they have been allocated, a mortal wound is treated in the same manner as any other wound for all rules purposes.

The SKINK keyword is used in following Seraphon warscrolls:

Army List
Warscrolls collated
© Vyacheslav Maltsev 2013-2020