Seraphon – Hunters of Huanchi with Dartpipes

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SERAPHON WARSCROLL
Hunters of Huanchi
with Dartpipes
8"
1
6+
1
To fight the Hunters of Huanchi is to wage war with the unseen. Before the enemy has even managed to uncover their scaled assailants, toxic darts riddle their flesh and send poison seeping into their veins. These peerless stalkers are a sub-species of skink who possess chameleonic powers gifted unto them by Huanchi, god of the hunt. They can blend their physical form with shadow-stuff and thus vanish seamlessly into their environment. Staying silent and motionless for hours on end, they wait for enemies to stumble helplessly into their trap before emerging to deal the killing strike. Many stalkpacks of Huanchi’s warriors favour the blowpipe, a traditional weapon of skink-kind that perfectly suits their inherent talents. These weapons are filled with darts dipped into the milky poisons secreted by certain species of frogs. These toxins can be blended and brewed to inflict a variety of effects, from total paralysis to extreme hallucinations. The most commonly used toxins cause almost sudden death. Bands of blowpipe-wielding Hunters of Huanchi are employed by the slann as scouts and temple guardians, eliminating those who threaten the Serpahon’s territory without ever revealing their presence.
SERAPHON WARSCROLL
Hunters of Huanchi
with Dartpipes
RANGED WEAPONS
RngAtkHitWndRndDmg
Dartpipe [Crit (Auto-wound)]
Dartpipe
Crit (Auto-wound)
10"23+3+-1
MELEE WEAPONS
AtkHitWndRndDmg
Feeble Claws
Feeble Claws14+5+-1
BATTLE PROFILE

Unit Size: 5      Points: 80
MODELBASE SIZE
Chameleon Skinks Alpha28.5mm
4 x Chameleon Skinks25mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

Deployment Phase
HIDDEN HUNTERS: The Hunters of Huanchi can blend in with their surroundings and vanish from sight.

Declare: Pick this unit if it has not been deployed.

Effect: Set up this unit in reserve in ambush. It has now been deployed.
KEYWORDSDEPLOY

Any Shooting Phase
STAR-VENOM: The blowdarts used by the Hunters of Huanchi are coated in deadly toxins.

Declare: Pick an enemy unit that had any damage points allocated to it this turn by attacks made with this unit’s Dartpipe to be the target.

Effect: Roll a dice. On a 2+, subtract 1 from wound rolls for the target’s combat attacks for the rest of the turn.

Your Movement Phase
CHAMELEON AMBUSH: The Hunters of Huanchi emerge from hiding and pepper their enemies with projectiles.

Declare: Pick this unit if it is in ambush.

Effect: Set up this unit anywhere on the battlefield more than 9" from all enemy units.

KEYWORDS
INFANTRY, CHAMPION (1/5), MUSICIAN (1/5), WARD (5+)
ORDER, SERAPHON, SKINK
Save Roll
The commander of the target unit rolls a dice, subtracting the attacking weapon’s Rend characteristic from the roll. Unmodified save rolls of 1 always fail. If the roll equals or exceeds the Save characteristic of the target unit, the attack fails and the attack sequence ends. If not, it is a successful attack: move on to the next step.

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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:

Hit Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Hit characteristic, the attack scores a successful hit: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified hit rolls of 1 always fail. If an unmodified hit roll for an attack made with a weapon is a 6, that attack is a critical hit.

Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities).
Combat attacks
Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.
Wound Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Wound characteristic, the attack successfully wounds: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified wound rolls of 1 always fail.
18.1 Ward Saves
Units with the WARD keyword have the ‘Ward Save’ passive ability. The number after the WARD keyword indicates the ward value for the ward save. If a unit had WARD (5+), for example, its ward value would be 5. If a unit has more than one ward save, only the ward save with the lowest value applies to it; the other has no effect.

Passive
WARD SAVE: Whether through their uncanny reflexes, unnatural toughness or a source of mystical protection, these warriors can avoid otherwise lethal attacks.

Effect: In step 1 of the damage sequence (see 18.0), make a ward roll of D6 for each damage point in this unit’s damage pool. If the roll equals or exceeds this unit’s ward value, remove that damage point from the damage pool.

The WARD keyword is used in the following Seraphon warscrolls:

Crit (Auto-wound)
If an attack made with this weapon scores a critical hit, that attack automatically wounds the target. Make a save roll as normal.
3.3 Reinforced Units
When you add a unit to your army roster, you can add it as a reinforced unit. A reinforced unit has twice as many models as its minimum unit size and costs twice as many points. If a unit has a minimum unit size of 1, it cannot be reinforced.
© Vyacheslav Maltsev 2013-2024