Seraphon – Salamander Hunting Pack
This warscroll does not meet the selection criteria (see Settings tab).
8"
1
4+
5
WARSCROLL

Salamander Hunting Pack

One of the many predatory beasts bred for war by the Seraphon, Salamanders are capable of belching forth streams of deadly liquid flame. Those who manage to survive the fiery burst soon find themselves horrifically digested alive by the caustic juices.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Stream of Fire
Stream of Fire12"43+3+-2D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Burning Jaws
Burning Jaws1"33+3+-2D3
Celestite Goad
Celestite Goad1"14+5+-1
PITCHED BATTLE PROFILE

Unit Size: 4      Points: 120
Battlefield Role: None
MODELBASE SIZE
Salamander60 x 35mm
Skink Handler25mm

DESCRIPTION

A Salamander Hunting Pack has any number of Skink Handler models, each armed with a Celestite Goad.

SALAMANDERS: 1 in every 4 models in this unit must be a Salamander instead of a Skink Handler. A Salamander has a Wounds characteristic of 3 instead of 1 and is armed with a Stream of Fire and Burning Jaws instead of a Celestite Goad.

ABILITIES

It Burns!: The corrosive liquid produced by a Salamander sticks to the target and eats through armour, flesh and bone.
If the unmodified hit roll for an attack made with a Stream of Fire or Burning Jaws is 6, that attack inflicts D3 mortal wounds on the target unit and the attack sequence ends (do not make a wound or save roll).

KEYWORDS
ORDER, SERAPHON, SKINK, SALAMANDER, HUNTING PACK
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.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
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).

The SKINK keyword is used in the following Seraphon warscrolls:

The HUNTING PACK keyword is used in the following Seraphon warscrolls:

None
© Vyacheslav Maltsev 2013-2021