Seraphon – Terradon Riders (2 models)

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SERAPHON WARSCROLL
Terradon Riders
(2 models)
14"
3
5+
1
Terradon Riders are a force of lightning-swift, deadly aerial cavaliers who rely upon blistering speed and agility to defeat their enemies. In battle, they are often the first skink formations to do battle with the enemy. Urged on by their skink masters, the winged reptiles tuck their wings and dart past the despairing swipes of their quarry as their riders unleash a flurry of hurled javelins. Some even throw bolas strapped with naturally volatile sunleeches that burst upon impact, showering everything in the vicinity with liquid flame. It is the Terradons themselves that carry the most devastating weapons, however. Clutched between their hind limbs they carry heavy spheres which they release from great heights. These orbs – chunks of meteoric rock enclosed in metal and marked with sigils of destruction – blaze through the skies like miniature comets, detonating in a burst of heavenly starlight. The force of this explosion shatters both sphere and stone, sending out a lethal hail of fragments that is especially deadly to warriors packed together in close proximity.
SERAPHON WARSCROLL
Terradon Riders
(2 models)
RANGED WEAPONS
RngAtkHitWndRndDmg
Javelins and Bolas [Crit (Auto-wound)]
Javelins and Bolas
Crit (Auto-wound)
10"34+5+-1
MELEE WEAPONS
AtkHitWndRndDmg
Terradon’s Razor-sharp Jaws [Companion]
Terradon’s Razor-sharp Jaws
Companion
34+3+11
BATTLE PROFILE

Unit Size: 2      Points: 70
Base size: 50mm
Can be reinforced: No
Notes: You can include 1 unit of this type for each Terradon Chief in your army. This unit cannot be reinforced.

Your Movement Phase
DEADLY CARGO: Terradons carry heavy boulders hewn from meteoric rock and carved with sigils of destruction. When these are dropped upon enemy lines, those not immediately crushed are sent flying in all directions.

Declare: Pick an enemy unit that this unit passed across this phase to be the target.

Effect: Roll a dice for each model in this unit, and add 2 to each roll if this unit is within the combat ranges of any friendly Terradon Chief units. For each 5+:

  • Inflict 1 mortal damage on the target.
  • If any damage points are allocated by this ability and the target does not have Fly, the target cannot use RUN abilities until the start of your next turn.

Passive
ATTACK FROM ON HIGH: Terradons circle high in the sky, only darting down for a brief moment to launch a strafing run.

Effect: Subtract 1 from hit rolls for shooting attacks that target this unit.

KEYWORDS
CAVALRY, CHAMPION, 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.

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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.

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).
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).
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.
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.
3.3 Reinforced Units
When you add a unit to your army roster, you can add it as a reinforced unit. A reinforced unit has twice as many models as its minimum unit size and costs twice as many points. If a unit has a minimum unit size of 1, it cannot be reinforced.
© Vyacheslav Maltsev 2013-2024