Seraphon – Stegadon Chief

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Stegadon Chief

The most favoured and able skink servants of the priesthoods may be permitted to ride upon a stomping ancient Stegadon. These chieftains are charged with commanding linebreaker assaults and leading a constellation’s warbeasts from the front.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Meteoric Javelins
Meteoric Javelins8"44+5+-11
Skystreak Bow
Skystreak Bow24"33+3+-13
Sunfire Throwers
Sunfire Throwers8"1
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Meteoric Warspear
Meteoric Warspear2"33+3+-11
Massive Horns
Massive Horns2"23+3+-1
Grinding Jaws
Grinding Jaws1"23+3+-12
Crushing Stomps
Crushing Stomps1"3+3+-12
Wounds SufferedMoveMassive HornsCrushing Stomps

Unit Size: 1      Points: 280
Battlefield Role: Leader, Behemoth
Base size: 120 x 92mm
Notes: Single

A Stegadon Chief is armed with a Meteoric Warspear.

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

MOUNT: This unit’s Stegadon is armed with Massive Horns, Grinding Jaws and Crushing Stomps.

CREW: This unit has a skink crew armed with Meteoric Javelins and 1 of the following weapon options: Skystreak Bow; or Sunfire Throwers.

Armoured Crest: A Stegadon will turn to face a foe head on if it can, so that its thickly scaled crest can protect it from harm.
At the start of the combat phase, you can pick 1 enemy unit within 3" of this unit that has up to 5 models. If you do so, until the end of that phase, add 1 to save rolls for attacks made by that unit that target this unit.

Coordinated Strike: A Skink Chief mounted on a Stegadon is in the perfect position to direct the efforts of nearby skink warriors and warbeast handlers, amplifying their destructive power.
Once per turn, this unit can issue a command to a friendly SKINK unit without a command point being spent.

Steadfast Majesty: Stegadons are near fearless beasts, and their stubborn refusal to back down when faced by even the most terrifying foes inspires great courage in nearby skinks.
Add 3 to the Bravery characteristic of friendly SKINK units that do not have the STEGADON keyword while they are wholly within 12" of any friendly units with this ability.

Sunfire Throwers: These celestial weapons unleash great roiling clouds of cosmic flame.
Do not use the attack sequence for an attack made with Sunfire Throwers. Instead, roll a number of dice equal to the number of models in the target unit that are within range of the attack. For each 5+, the target unit suffers 1 mortal wound.

Unstoppable Stampede: Stegadons are nigh unstoppable as they crash through the midst of battle.
After this unit finishes a charge move, roll a dice for each enemy unit within 1" of this unit. On a 2+, that enemy unit suffers D3 mortal wounds.

Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.
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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.
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).
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.

The STEGADON keyword is used in the following Seraphon warscrolls:

Leader, Behemoth

The STEGADON keyword is used in the following Seraphon warscrolls:

Leader, Behemoth
© Vyacheslav Maltsev 2013-2024