Seraphon – Ripperdactyl Chief

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SERAPHON WARSCROLL
Ripperdactyl Chief
14"
5
5+
2
Those rare, hot-tempered Skink Chiefs who revel in bloodshed and carnage bond themselves to a Ripperdactyl – winged menaces renowned for their cruel ferocity. These skinks have little interest in graceful aerial acrobatics – to them, the only thing that matters is the annihilation of those who dare blemish the territories of the Seraphon with their presence. They command ravaging sky-packs of Ripperdactyl Riders, scanning for prey on the ground below before commanding their mount to tuck their wings and dive in for the kill. With snapping jaws and sickle-like talons, Ripperdactyls excel in the chaos of close combat, relying upon the shock of their sudden charge to take large prey by surprise. The Chief’s mount is always the eldest and most ferocious of its brood. While the Ripperdactyl rampages beneath them, they lash out with a skyblade, carving apart their foes in as bloody a manner as possible to inspire nearby riders to new heights of ferocity. This process is aided by the dropping of blot toads – loathsome amphibians whose pheromonic stench drives Ripperdactyls into a maddened frenzy that will only abate when there are no more enemies to disembowel.
SERAPHON WARSCROLL
Ripperdactyl Chief
MELEE WEAPONS
AtkHitWndRndDmg
Ripperdactyl’s Tearing Jaws [Charge (+1 Damage), Companion]
Ripperdactyl’s Tearing Jaws
Charge (+1 Damage), Companion
34+3+11
Skyblade [Crit (Auto-wound)]
Skyblade
Crit (Auto-wound)
54+4+12
BATTLE PROFILE

Unit Size: 1      Points: 130
Base size: 50mm
Can be reinforced: No
Regiment Options: 0-1 MONSTER, 0-1 BEAST, Any SKINK CAVALRY

Once Per Battle (Army), Deployment Phase
BLOT TOAD: When a Ripperdactyl flock takes flight, the Seraphon will seed creatures known as blot toads across the battlefield. These loathsome amphibians emit a pervasive stink that is unpalatable to all cold-blooded creatures, but especially the Ripperdactyls.

Declare: You receive 1 Blot Toad token for each Ripperdactyl Chief or Ripperdactyl Riders unit in your army, to a maximum of 3 tokens. Pick a number of enemy units equal to the number of Blot Toads you have to be the targets.

Effect: Place a Blot Toad next to each target.

Once Per Battle, Any Combat Phase
RIPPERDACTYL ASSAULT: A Ripperdactyl Chief is as ferocious as their mount, inspiring nearby Ripperdactyl Riders to attack with unbridled fury.

Effect: Add 1 to the Attacks characteristic of Moonstone Warspears used by friendly Ripperdactyl Riders units wholly within 12" of this unit for the rest of the turn.

Passive
TOAD RAGE: The mere scent of a blot toad sends Ripperdactyls into a frenzy.

Effect: Add 1 to the Attacks characteristic of this unit’s Ripperdactyl’s Tearing Jaws while it is in combat with any units that have a Blot Toad.

KEYWORDS
HERO, CAVALRY, FLY
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’).
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.

The BEAST keyword is used in the following Seraphon warscrolls:

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Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.

The SKINK and CAVALRY keywords are 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).
7.0 Combat Range
Each model has a combat range that extends 3" horizontally from its base and any distance vertically from that circle to form a cylinder. The combat range of a unit extends 3" horizontally and any distance vertically from every model in that unit. Units from opposing armies that are within each other’s combat range and that are visible to each other are in combat with each other. When a unit that is not in combat enters the combat range of a visible enemy unit, it moves into combat.
A model is considered to be in combat with an enemy unit if that unit is within the model’s combat range and visible to it’

  • A unit’s combat range extends 3" out from every model in that unit.
  • If any enemy models are within a unit’s combat range and visible to it, that unit is in combat.
15.4 Flying
Units with the FLY keyword have the following passive ability:

Passive
FLY: Soaring above the battlefield, this unit can reach destinations that are inaccessible to other troops.

Effect: As this unit moves, it ignores other models, terrain features and the combat ranges of enemy units. It cannot end its move in combat unless specified in the ability that allowed it to move. Ignore any vertical distance moved for this unit.


When moving flying units, move them horizontally in any direction, ignoring intervening models and terrain, and place them where you wish, so long as they are allowed to end their move on that spot. Note that some units have the FLY keyword even if that unit can’t really fly. This often represents units that bounce, bound or skitter across the battlefield so adeptly that they might as well be flying!
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.
© Vyacheslav Maltsev 2013-2024