Seraphon – Raptadon Chargers

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SERAPHON WARSCROLL
Raptadon Chargers
12"
3
5+
1
Seen as glorious paladins of Tepok, the Raptadon Chargers are storied heroes amongst the skinks for they are bold enough to meet the enemy head on in a crashing onslaught of light and fury. Spawned under asterisms sacred to the wisest of Old Ones, these armour-clad riders have the honour of wielding relic weapons taken from temple vaults, such as lances that emit blinding bursts of radiance upon activation, incinerating flesh even as the diamond hard tip of the weapon rams through armour, flesh and bone. Raptadon Chargers typically fight in tandem with their Hunter peers in a one-two combination that few enemies have an answer to. First, the Raptadon Hunters surge forwards on the flanks of the foe’s position, raking them with pinpoint volleys of deadly missiles and causing chaos in their ranks. When the enemy staggers forth in a vain attempt to engage their persecutors, the Chargers emerge, racing to engage in a spearhead formation. They ride into battle at blistering speed, their lances spitting deadly bolts of energy and their mounts shrieking in anticipation of the kill. When they strike home, the results are as spectacular as they are bloody.
SERAPHON WARSCROLL
Raptadon Chargers
MELEE WEAPONS
AtkHitWndRndDmg
Tepok Lance [Charge (+1 Damage)]
Tepok Lance
Charge (+1 Damage)
34+4+11
Raptadon’s Serrated Fangs [Companion]
Raptadon’s Serrated Fangs
Companion
34+3+11
BATTLE PROFILE

Unit Size: 5      Points: 140
Base size: 60 × 35mm
Can be reinforced: Yes

Passive
COLD-BLOODED UNITY: The blasts unleashed by Raptadon Chargers’ sacred lances are all the more effective when targeting enemies suppressed by javelins from a Hunter cohort.

Effect: Add 1 to hit rolls for this unit’s combat attacks if they target an enemy unit that was targeted by shooting attacks made by a friendly Raptadon Hunters unit in the same turn.

KEYWORDS
CAVALRY, CHAMPION, MUSICIAN (1/5), STANDARD BEARER (1/5)
ORDER, SERAPHON, SKINK
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’).
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:

Shooting attacks
Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).
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.
© Vyacheslav Maltsev 2013-2025