Seraphon – Hunters of Huanchi with Starstone Bolas
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8"
1
5+
5
WARSCROLL

Hunters of Huanchi with Starstone Bolas

Sometimes, the task entrusted to a Hunters of Huanchi cohort will force them to close with an enemy. These Seraphon often wield deadly starstone bolas, close-quarters weapons that can explode in bursts of purging starlight.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Starstone Bolas
Starstone Bolas8"13+3+-1
Hunter Javelin
Hunter Javelin8"13+3+-12
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Moonstone Club
Moonstone Club1"24+4+-1
Hunter Javelin
Hunter Javelin2"23+3+-12
PITCHED BATTLE PROFILE

Unit Size: 5      Points: 90
Battlefield Role: None

Each model in a Hunters of Huanchi with Starstone Bolas unit is armed with a Starstone Bolas and Moonstone Club.

CHAMPION: 1 model in this unit can be a Chameleon Skink Alpha. Add 1 to the Attacks characteristic of that model’s Moonstone Club.

MUSICIAN: 1 in every 5 models in this unit can be a Hornblower. Add 1 to run rolls and charge rolls for this unit if it includes any Hornblowers.

HUANCHI’S CLAW: 1 in every 5 models in this unit can be a Huanchi’s Claw. This model is armed with a Hunter Javelin instead of a Starstone Bolas and Moonstone Club.

Chameleon Ambush: The Hunters of Huanchi can blend with their surroundings and go into hiding.
During deployment, 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 your movement phase, you can set up this unit on the battlefield more than 9" from all enemy units.

If this unit is on the battlefield at the end of your movement phase, you can remove it from the battlefield and say that it is hiding as a reserve unit. If you do so, at the end of any of your subsequent movement phases, you can set up this unit on the battlefield more than 9" from all enemy units.

Any reserve units in hiding that are not set up on the battlefield before the start of the fourth battle round are destroyed.

Perfect Mimicry: Chameleons lurking amid dense terrain are hard to spot.
This unit is not visible to enemy units that are more than 12" away or while it is in cover.

Starstone Bolas: A perfectly timed bolas throw can either ensnare an enemy or detonate to leave the foe reeling.
If the unmodified hit roll for an attack made with a Starstone Bolas is 6, the target unit is stunned until the end of the following combat phase. Subtract 1 from hit rolls for attacks made by a unit that is stunned.

KEYWORDS
ORDER, SERAPHON, SKINK, HUNTERS OF HUANCHI, HUNTERS OF HUANCHI WITH STARSTONE BOLAS
11.1 Charge Moves
When you attempt a charge with a unit, make a charge roll for the unit by rolling 2D6. You can then make a charge move with each model in that unit by moving the model a distance in inches that is equal to or less than the charge roll. The first model you move in a unit attempting a charge must finish the move within 1/2" of an enemy unit. If this is impossible, no models in the unit can make a charge move.

You do not have to pick a target for a charge attempt before making the charge roll.

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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.
8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run. Units cannot run if they are within 3" of an enemy unit.
3.1 Reserve Units and Summoned Units
Sometimes a rule will allow you to set up a unit in a location other than the battlefield as a reserve unit. A unit that is added to your army once the battle is underway is called a summoned unit.

When you set up a reserve unit, either during deployment or once the battle is underway, you must tell your opponent that the unit is in reserve and keep it to one side instead of placing it on the battlefield. At the start of the fourth battle round, units that are still in reserve are destroyed. Units cannot cast spells or use abilities while they are in reserve unless the spell or ability specifically says it can be used by reserve units.

Reserve units are picked as part of your army before the battle begins, while summoned units are units added to your army once the battle is underway. Models that have been removed from play can be used as part of a summoned unit.
17.1.1 Cover
A target unit is in cover if all of the models in the unit are wholly on a terrain feature or behind a terrain feature. Add 1 to save rolls for attacks that target a unit that is in cover. A unit that has a Wounds characteristic of 10 or more or that has made a charge move in the same turn does not receive the benefit of being in cover.

The HUNTERS OF HUANCHI keyword is used in the following Seraphon warscrolls:

None
© Vyacheslav Maltsev 2013-2023