Seraphon – Ripperdactyl Chief
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12"
5
5+
6
WARSCROLL

Ripperdactyl Chief

Skink Chiefs who ride Ripperdactyls are fearsome, battle-scarred warriors that share much in common with their ferocious mounts. Under their direction, a pack of Ripperdactyls can unleash a truly hideous storm of violence.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Skyblade
Skyblade1"43+4+-11
Tearing Jaws
Tearing Jaws1"44+3+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 85
Battlefield Role: Leader
Base size: 50mm
Notes: Single

DESCRIPTION

A Ripperdactyl Chief is a single model armed with a Skyblade.

MOUNT: This model’s Ripperdactyl attacks with its Tearing Jaws.

FLY: This model can fly.

ABILITIES

Voracious Appetite: Ripperdactyls have a constant urge to feed, even in the midst of battle.
If the unmodified hit roll for an attack made with Tearing Jaws is 6, that attack scores 2 hits on the target instead of 1. Make a wound and save roll for each hit.

COMMAND ABILITIES

Ripperdactyl Assault: A Ripperdactyl Chief is as ferocious as his mount, their example inspiring any cohorts of Ripperdactyl Riders that are nearby to attack with unbridled fury.
You can this command ability at the start of the combat phase. If you do so, pick 1 friendly model with this command ability. Until the end of that phase, add 1 to the Attacks characteristic of melee weapons used by friendly RIPPERDACTYL units that are wholly within 18" of that model. The same unit cannot benefit from this command ability more than once per phase.

KEYWORDS
ORDER, SERAPHON, SKINK, RIPPERDACTYL, HERO, RIPPERDACTYL CHIEF
9.4 Flying
If the warscroll used by a model says that it can fly, you can ignore other models and terrain features when you trace the path of its move across the battlefield (it flies over them). In addition, when a model that can fly starts or finishes a move on a terrain feature, instead of tracing its move across the battlefield, you can trace it ‘through the air’, as shown in the diagram below.

A flying model cannot finish a move on top of another model or finish a normal move, run or retreat within 3" of an enemy unit.
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.
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).
6.1 Using Command Abilities
To use a command ability, you must spend 1 command point, pick 1 friendly model to issue the command, and pick 1 friendly unit to receive the command. Unless noted otherwise, the models that can issue commands and the units they can issue them to are as follows:
  • Unit champions can issue commands to their own unit (see 22.3.2).
  • HEROES can issue commands to units that are wholly within 12" of them.
  • Generals can issue commands to units that are wholly within 18" of them.
  • TOTEMS can issue commands to units that are wholly within 18" of them.
Each command ability will say when it can be used and what effect it has on the unit that receives it. A model cannot issue more than 1 command in the same phase and a unit cannot receive more than 1 command in the same phase. In addition, you cannot use the same command ability more than once in the same phase (even for different units).
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).

The RIPPERDACTYL keyword is used in the following Seraphon warscrolls:

None
Leader

The SKINK keyword is used in the following Seraphon warscrolls:

The RIPPERDACTYL keyword is used in the following Seraphon warscrolls:

None
Leader
© Vyacheslav Maltsev 2013-2021