A charging Stegadon is nothing less than a living battering ram. Its skink riders wield all manner of deadly weapons, while the crushing bulk and sharpened horns of the Stegadon can smash aside even the most determined defenders.
Unit Size: 1
Points: 230
Battlefield Role: Behemoth
Base size: 120 x 92mmNotes: Single. Battleline in a
Thunder Lizard army
A Stegadon is armed with Massive Horns, Grinding Jaws and Crushing Stomps.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Shadowstrike Starhost •
Shadowstrike Temple-host •
Thunderquake Starhost •
Thunderquake Temple-host •
The Celestial Stampede
CREW: This unit has a skink crew armed with Meteoric Javelins and 1 of the following weapon options: Skystreak Bow; or Sunfire Throwers.
Armoured Crest: A Stegadon will turn to face a foe head on if it can, so that its thickly scaled crest can protect it from harm.
At the start of the
combat phase, you can pick 1 enemy unit within 3" of this unit that has up to 5 models. If you do so, until the end of that phase, add 1 to
save rolls for attacks made by that unit that target this unit.
Skink Warparty: Riding atop their imposing mount, skink warparties claim positions of vital importance in furtherance of the Grand Plan.
This unit counts as 10 models for the purposes of
contesting objectives.
Steadfast Majesty: Stegadons are near fearless beasts, and their stubborn refusal to back down when faced by even the most terrifying foes inspires great courage in nearby skinks.
Add 3 to the Bravery characteristic of friendly
SKINK units that do not have the
STEGADON keyword while they are wholly within 12" of any friendly units with this ability.
Sunfire Throwers: These celestial weapons unleash great roiling clouds of cosmic flame.
Do not use the
attack sequence for an attack made with Sunfire Throwers. Instead, roll a number of dice equal to the number of models in the target unit that are within range of the attack. For each 5+, the target unit suffers 1
mortal wound.
Unstoppable Stampede: Stegadons are nigh unstoppable as they crash through the midst of battle.
After this unit finishes a
charge move, roll a dice for each enemy unit within 1" of this unit. On a 2+, that enemy unit suffers D3
mortal wounds.