Seraphon – Terrawings
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12"
2
6+
5
WARSCROLL

Terrawings

Smaller – but no less vicious – cousins of the Terradons, Terrawings are often found accompanying Hunters of Huanchi. Their natural aggression and ear-splitting shrieks can hold the attention of any foe, allowing the skinks to slip away.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Snapping Beak
Snapping Beak1"44+4+-1
PITCHED BATTLE PROFILE

Unit Size: 3      Points: 80
Battlefield Role: None

Each model in a Terrawings unit is armed with a Snapping Beak.

FLY: This unit can fly.

Nerve-shredding Screeches: Despite their small stature, the shrill cries of a Terrawing flock can cause disarray across the enemy line as orders are drowned out by the cacophony.
In the shooting phase, you can pick 1 enemy unit within 12" of this unit and roll 2D6. If the roll is higher than that unit’s Bravery characteristic, that enemy unit cannot issue or receive commands until the end of the turn.

Symbiotic Relationship: Terrawings are often used by Hunters of Huanchi cohorts to surprise and confuse the enemy when they spring their ambush.
During deployment, instead of setting up this unit on the battlefield, if you have any HUNTERS OF HUANCHI units in reserve, you can place this unit to one side and say that it is hiding as a reserve unit. If you do so, at the end of your movement phase, you can set up this unit on the battlefield, within 3" of a friendly HUNTERS OF HUANCHI unit and more than 9" from all enemy units.

KEYWORDS
ORDER, SERAPHON, TERRAWINGS

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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.
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).
3.1 Reserve Units and Summoned Units
Sometimes a rule will allow you to set up a unit in a location other than the battlefield as a reserve unit. A unit that is added to your army once the battle is underway is called a summoned unit.

When you set up a reserve unit, either during deployment or once the battle is underway, you must tell your opponent that the unit is in reserve and keep it to one side instead of placing it on the battlefield. At the start of the fourth battle round, units that are still in reserve are destroyed. Units cannot cast spells or use abilities while they are in reserve unless the spell or ability specifically says it can be used by reserve units.

Reserve units are picked as part of your army before the battle begins, while summoned units are units added to your army once the battle is underway. Models that have been removed from play can be used as part of a summoned unit.

The HUNTERS OF HUANCHI keyword is used in the following Seraphon warscrolls:

None
© Vyacheslav Maltsev 2013-2023