Seraphon – Stegadon Chief

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SERAPHON WARSCROLL
Stegadon Chief
8"
14
4+
5
The most favoured and trusted Skink Chiefs are granted the honour of riding into battle atop a mighty Stegadon – one of the most formidable living war machines in the Seraphon arsenal. This is the perfect platform from which to lead their kin to victory. The ground trembles beneath the terrific weight of these heavily armoured monsters as they charge into the midst of the enemy, crushing and goring in a deadly rampage. Meanwhile, its Chief screeches commands to their nearby warriors and warbeast handlers, directing them to surround and annihilate their enemies. This display of sheer might is enough to bolster the morale of any skink who witnesses it, encouraging them to continue fighting even when facing the most nightmarish of foes. Accompanying the Chief is a crew of well-armed skinks equipped with various bows, javelins and spears. Their duty is to both protect their master and prevent any foes from reaching the Stegadon. Skystreak bows that hurl celestite-tipped bolts can be found atop many howdahs, while sunfire throwers – celestial weapons that spew gouts of cosmic flame – incinerate in an instant those foolish enough to draw too close.
SERAPHON WARSCROLL
Stegadon Chief
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
Meteoric Warspear
Meteoric Warspear33+3+11
BATTLE PROFILE

Unit Size: 1      Points: 240
Base size: 120 × 92mm
Can be reinforced: No
Regiment Options: 0-1 MONSTER, Any KROXIGOR, Any non-MONSTER SKINK

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

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.

Once Per Turn (Army), Any Combat Phase
CRUSHING STOMPS: At the command of the Stegadon Chief, the Stegadon crushes its enemies with its unstoppable bulk.

Declare: Pick an enemy unit in combat with this unit to be the target.

Effect: Roll a D3. On a 2+, inflict an amount of mortal damage on the target equal to the roll. Add 2 to the amount of mortal damage inflicted, if any, if this unit charged this turn.
KEYWORDSRAMPAGE

Passive
SKINK COORDINATION: A Skink Chief mounted on a Stegadon is in the perfect position to direct the efforts of nearby skink warriors and warbeast handlers, amplifying their destructive power.

Effect: If a friendly non-MONSTER SKINK unit uses the ‘Redeploy’ command while it is wholly within 18" of this unit, no command points are spent.

KEYWORDS
HERO, 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).

The KROXIGOR 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).
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.
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.
Enemy Movement Phase
1
REDEPLOY: Taking initiative, the warriors hastily reposition to respond to enemy movements.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Each model in that unit can move up to D6". That move cannot pass through or end within the combat range of an enemy unit.
KEYWORDSMOVE, RUN
© Vyacheslav Maltsev 2013-2024