Seraphon – Raptadon Hunters

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Raptadon Hunters

By the time an enemy knows the Raptadon Hunters are pursuing them, it is often too late. These skinks and their reptilian mounts swiftly close in on the foe, bombarding them with javelins and luring them to their doom.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Starstone Atlatl
Starstone Atlatl12"24+4+-21
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Moonstone Club
Moonstone Club1"24+4+-1
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 Hunters unit is armed with a Starstone Atlatl and Moonstone Club.

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 Hunter Alpha. Add 1 to the Attacks characteristic of that model’s Starstone Atlatl.

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.

Deadly Cohesion: Raptadon Hunters pepper enemy lines with volleys of starstone javelins, exposing weak points for Raptadon Chargers to exploit.
At the end of your charge phase, if this unit is more than 3" from all enemy units and within 12" of any friendly RAPTADON CHARGERS units that made a charge move in that phase, this unit can shoot. If it does so, it must target a unit within 3" of a friendly RAPTADON CHARGERS unit that made a charge move in that phase.

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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.

The RAPTADON keyword is used in the following Seraphon warscrolls:

© Vyacheslav Maltsev 2013-2024