Seraphon – Stegadon

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SERAPHON WARSCROLL
Stegadon
8"
14
4+
5
A charging Stegadon is a force of nature. Several dozen tonnes of armoured hide and stone-hard horns is enough to pulverise any obstacle – living or otherwise. Those enemies that the mighty beast does not stomp flat are spitted upon its massive horns or torn in two by its rending bite as the Stegadon’s unstoppable charge rampages on. Those foolish enough to attack such a creature from behind in an attempt to avoid its charge instead find their chests swiftly caved in by its lashing tail. One of these living wrecking balls is terrifying enough, but when several of them are unleashed together they can annihilate entire armies. Few things inspire a skink warrior more than seeing such tremendous violence unleashed – a true testament to the power of the Old Ones. It is considered a great honour to earn a place on the crew of a Stegadon, riding atop a howdah of gold and stone as the beast beneath charges headlong into battle. Those chosen for this duty are granted skystreak bows that hurl celestite-tipped bolts and javelins to hurl at enemies below. Constellations dedicated to Chotec, God of the Sun, prefer to employ deadly sunfire throwers, summoning cosmic flames and sending them cascading across their foes.
SERAPHON WARSCROLL
Stegadon
RANGED WEAPONS
RngAtkHitWndRndDmg
Skystreak Bow [Anti-MONSTER (+1 Rend)]
Skystreak Bow
Anti-MONSTER (+1 Rend)
18"33+3+12
Sunfire Throwers [Crit (2 Hits), Anti-INFANTRY (+1 Rend)]
Sunfire Throwers
Crit (2 Hits), Anti-INFANTRY (+1 Rend)
10"2D63+3+-1
Handlers’ Meteoric Javelins [Shoot in Combat]
Handlers’ Meteoric Javelins
Shoot in Combat
12"64+4+-1
MELEE WEAPONS
AtkHitWndRndDmg
Stegadon’s Horns and Jaws [Charge (+1 Damage), Companion]
Stegadon’s Horns and Jaws
Charge (+1 Damage), Companion
64+2+12
BATTLE PROFILE

Unit Size: 1      Points: 220
Base size: 120 × 92mm
Can be reinforced: No

This unit is armed with Handlers’ Meteoric Javelins and Stegadon’s Horns and Jaws, and 1 of the following options:
  • Skystreak Bow
  • Sunfire Throwers

Once Per Turn (Army), Any Charge Phase
UNSTOPPABLE STAMPEDE: Stegadons are nigh unstoppable as they crash through the midst of battle.

Declare: If this unit charged this phase, pick an enemy INFANTRY unit in combat with it to be the target.

Effect: Inflict D3 mortal damage on the target. Then, this unit can move 2D6". This unit can pass through models in the target unit but must end that move in combat.
KEYWORDSRAMPAGE

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Stegadon’s Horns and Jaws is 4.

KEYWORDS
MONSTER
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’).
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.

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Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.
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).
Universal Core Abilities - Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.
17.2 Mortal Damage
Some abilities inflict mortal damage. If an ability inflicts mortal damage on a unit, add that number of damage points to the unit’s damage pool for that ability (see 18.2 Allocating Damage).
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.
Crit (2 Hits)
If an attack made with this weapon scores a critical hit, that attack scores 2 hits on the target unit instead of 1. Make a wound roll for each hit.
© Vyacheslav Maltsev 2013-2024