Seraphon – Aggradon Lancers

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SERAPHON WARSCROLL
Aggradon Lancers
10"
5
4+
2
Packs of Aggradon Lancers charge ahead of the Seraphon warhosts, launching into the enemy with the force of blazing meteors and leaving the ground littered with ruptured corpses. Aggradons are no noble cavalry steeds but terrifying, rampaging killers that enter a frothing frenzy at the merest taste of blood. Eyes rolling over and drool spilling from their gore-slick jaws, they rip their prey to shreds, kicking out with powerful hind limbs tipped with sickle shaped talons. Only the imperturbable saurus would ever dream of riding such a creature to war, and even amongst their ranks, only a few are capable of doing so. These rare beings are marked out by their distinctive crests, signifying them as the chosen spawn of Itzl, the master of beasts. Only they can approach an Aggradon without risk of evisceration and disembowelment, attaching harnesses and tail feathers to their chosen mount and daring to haul themselves onto its back. From that point on, rider and mount are inseparable, sharing the thrill of the hunt and the joyous slaughter of battle. While their raptor companion tears into the enemy, the crested saurus lashes out with celestite weapons, slaying those who evade the Aggradon’s raking claws.
SERAPHON WARSCROLL
Aggradon Lancers
MELEE WEAPONS
AtkHitWndRndDmg
Celestite Spear and Club [Charge (+1 Damage), Anti-MONSTER (+1 Rend)]
Celestite Spear and Club
Charge (+1 Damage), Anti-MONSTER (+1 Rend)
33+3+11
Aggradon’s Rending Bites and Striking Talons [Companion]
Aggradon’s Rending Bites and Striking Talons
Companion
34+3+22
BATTLE PROFILE

Unit Size: 3      Points: 220
Base size: 75 × 42mm
Can be reinforced: Yes

End of Any Turn
PRIMAL RAGE: The mere taste of enemy blood whips an Aggradon into a battle frenzy and sends the beast on a violent rampage.

Effect: This unit must use this ability each turn.

If this unit used any FIGHT abilities this turn, place a rage token next to it, to a maximum of 3. If this unit did not use any FIGHT abilities this turn, remove all rage tokens it has.

Add 1 to the Attacks characteristic of this unit’s Companion weapons for each rage token it has until the end of the next turn.

KEYWORDS
CAVALRY, CHAMPION, MUSICIAN (1/3), STANDARD BEARER (1/3)
ORDER, SERAPHON, SAURUS
Companion
Unless otherwise specified, this weapon is not affected by friendly abilities that affect weapon characteristics or the attack sequence, except for those that apply negative modifiers to it (e.g. ‘Covering Fire’).
Anti-X (+1 Rend)
Add 1 to this weapon’s Rend characteristic if the target has the keyword after ‘Anti-’ or fulfils the condition after ‘Anti-’. Multiples of this ability are cumulative. For example, if a weapon has both Anti-charge (+1 Rend) and Anti-HERO (+1 Rend), then add 2 to the Rend characteristic of the weapon for attacks that target a HERO that charged in the same turn.
32.2 Objective Control
At the start of the first battle round and at the end of each turn, follow this sequence for each objective in an order chosen by the active player:
  1. Starting with the active player, each player determines the control score of each of their units that is contesting that objective. A unit’s control score is the combined Control characteristics of all the models in that unit that are contesting the objective. Some abilities modify a unit’s control score, but it cannot be reduced to less than 1.
  2. Each player adds up the control scores of all of their units contesting that objective. This is their army control score for that objective.
  3. The players compare their army control scores for that objective. If one player’s score is higher, that player gains control of that objective. Once a player gains control of an objective, it remains under their control until their opponent gains control of it.

Sometimes objective markers get accidentally nudged while you are moving models around. This is perfectly fine - just remember to put them back in their proper positions when determining objective control.

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Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.
1.0 Champions
Units with the CHAMPION keyword have one or more champion models. If there is a number after the CHAMPION keyword, that number indicates the proportion of models in that unit that can be champions. In any other case, 1 model in the unit can be a champion. Units with the CHAMPION keyword have the following passive ability:

Passive
CHAMPION: A veteran fighter leads the charge.

Effect: Add 1 to the Attacks characteristic of weapons used by champions in this unit.

21.0 Healing
Some abilities allow you to heal a unit. To heal a unit, remove a number of damage points from the unit equal to the number in brackets after ‘Heal’, e.g. Heal (2).
Any Hero Phase
1
RALLY: With an inspiring call to action, wounded soldiers get a second wind and fresh troops take the field to replace their fallen comrades.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Make 6 rally rolls of D6. For each 4+, you receive 1 rally point. Rally points can be spent in the following ways:
  • For each rally point spent, Heal (1) that unit.
  • You can spend a number of rally points equal to the Health characteristic of that unit to return a slain model to that unit.
You can spend the rally points in any combination of the above. Unspent rally points are then lost.
2.0 Musicians
Units with the MUSICIAN keyword have one or more musician models. The number after the MUSICIAN keyword indicates the proportion of models in that unit that can be musicians. Units with the MUSICIAN keyword have the following passive ability:

Passive
MUSICIAN: The beat of a drum or the blast of a horn drives the soldiers ever onward.

Effect: While this unit contains any musicians, if it uses the ‘Rally’ command, you can make one additional rally roll of D6.

The MUSICIAN keyword is used in the following Seraphon warscrolls:

3.0 Standard Bearers
Units with the STANDARD BEARER keyword have one or more standard bearer models. The number after the STANDARD BEARER keyword indicates the proportion of models in that unit that can be standard bearers. Units with the STANDARD BEARER keyword have the following passive ability:

Passive
STANDARD BEARER: The unit’s standard provides a rallying point in the chaos of battle.

Effect: While this unit contains any standard bearers, add 1 to this unit’s control score.

The STANDARD BEARER keyword is used in the following Seraphon warscrolls:

© Vyacheslav Maltsev 2013-2024