Seraphon – Terradon Chief

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Terradon Chief

Known to their kin as ‘Masters of the Skies’, Skink Chiefs mounted upon Terradons are cunning warriors. They are adept at remaining beyond enemy retribution, directing their aerial cohorts to unleash their rocky barrage at precisely the right moment.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Razor-sharp Jaws
Razor-sharp Jaws1"44+4+-1

Unit Size: 1      Points: 90
Battlefield Role: Leader
Base size: 50mm
Notes: Single

A Terradon Chief is armed with a Skyblade.

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

FLY: This unit can fly.

MOUNT: This unit’s Terradon is armed with Razor-sharp Jaws.

Deadly Cargo: Terradons carry heavy boulders hewn from meteoric rock and carved with sigils of destruction. When these are dropped upon enemy lines, those not immediately crushed are sent flying in all directions.
Once per battle, after this unit finishes a normal move or run, you can pick 1 enemy unit and roll a dice if this unit passed across any models in that enemy unit. On a 4+, that enemy unit suffers D3 mortal wounds. In addition, if any mortal wounds caused by this ability are allocated to that enemy unit, halve the Move characteristic of that enemy unit until your next hero phase.

Coordinated Attack: A Terradon Chief can direct their warriors so that they unleash their deadly cargo to maximum effect.
Once per battle, at the start of your movement phase, you can pick 1 friendly unit with this ability on the battlefield to call a Terradon attack. If you do so, until the end of that phase, each time a friendly TERRADON unit wholly within 12" of that unit uses its Deadly Cargo ability, the enemy unit suffers D3 mortal wounds for each 2+ instead of each 4+.

Attack from On High: Terradons circle high in the sky, only darting down for a brief moment to launch a strafing run.
Subtract 1 from hit rolls for attacks made with missile weapons that target this unit.

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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.
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.
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.
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.
8.1 Normal Move
When you pick a unit to make a normal move, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. Units cannot move within 3" of enemy units when making a normal move. Units cannot make a normal move if they are within 3" of an enemy unit.

The TERRADON keyword is used in the following Seraphon warscrolls:


The TERRADON keyword is used in the following Seraphon warscrolls:

© Vyacheslav Maltsev 2013-2024