Seraphon – Raptadon Chargers

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Raptadon Chargers

Revered as holy paladins of Tepok, the Raptadon Chargers wield weapons taken from the depths of the Inscrutable One’s temples. In battle, these relics unleash potent energies that can melt clean through armour.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Tepok Lance
Tepok Lance1"34+3+-11
Serrated Fangs
Serrated Fangs1"33+3+-11

Unit Size: 5      Points: 150
Battlefield Role: None
Base size: 60 x 35mm
Notes: Battleline in a Fangs of Sotek army

Each model in a Raptadon Chargers unit is armed with a Tepok Lance.

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

MOUNT: This unit’s Raptadons are each armed with Serrated Fangs.

CHAMPION: 1 model in this unit can be a Raptadon Charger Alpha. Add 1 to the Attacks characteristic of that model’s Tepok Lance.

STANDARD BEARER: 1 in every 5 models in this unit can be a Icon Bearer. Add 1 to the Bravery characteristic of this unit if it includes any Icon Bearers.

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.

Cold-blooded Unity: The blasts unleashed by a Raptadon Charger’s sacred lances are all the more effective when targeting enemies suppressed by javelins from a Hunter cohort.
Add 1 to hit rolls for attacks made with this unit’s Tepok Lances that target an enemy unit if that unit was the target of a shooting attack made by a friendly RAPTADON HUNTERS unit in the same turn.

Geomantic Empowerment: Tepok lances draw upon the arcane energy of a realm’s geomantic nexus points, infusing them with magical power that is unleashed as lethal short-ranged blasts.
The Damage characteristic of this unit’s Tepok Lances is 2 instead of 1 if this unit is contesting an objective or if it is within 3" of any terrain features with the Arcane scenery rule.

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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.
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.
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.

The RAPTADON keyword is used in the following Seraphon warscrolls:

© Vyacheslav Maltsev 2013-2024