Seraphon – Terrawings

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SERAPHON WARSCROLL
Terrawings
12"
2
5+
1
Small in stature but possessed of a reckless fury, Terrawings descend upon their enemies in a cacophony of nerve-shredding screeches, stabbing with their sharp beaks and raking their claws across throats and eyes. Smaller cousins of the skinks’ beloved Terradons, they share the same aggressive love of killing. They are trained by their masters to rush an enemy en masse, relying upon their natural agility to evade incoming attacks while their ear-blasting cries sow confusion and panic. Celestite collars containing fragments of technology belonging to the Old Ones allow skink handlers to direct the Terrawings’ fury to a point, though they are notoriously unruly beasts. Terrawings are particularly skilled at working as one to bring down dangerous foes – one of the creatures will dart in to seize an enemy’s sword arm or pull down their shield while others plunge their beaks into soft and vulnerable parts of their flesh. Before their victims can muster a response, a Terrawing pack flees into the sky, circling above the battlefield and searching for other targets.
SERAPHON WARSCROLL
Terrawings
MELEE WEAPONS
AtkHitWndRndDmg
Snapping Beaks [Companion]
Snapping Beaks
Companion
34+4+-1
BATTLE PROFILE

Unit Size: 3      Points: 70
Base size: 32mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

Your Shooting Phase
NERVE-SHREDDING SCREECHES: Despite their small stature, the shrill cries of a Terrawing flock can cause disarray across the enemy line as orders are drowned out by the cacophony.

Declare: Pick an enemy unit within 10" of this unit to be the target.

Effect: Roll a D3. If the roll exceeds the target’s Control characteristic, the target cannot use commands for the rest of the turn.

Passive
BEAST
Effect: This unit has a maximum control score of 1.

KEYWORDS
BEAST, FLY
ORDER, SERAPHON
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’).
32.2 Objective Control
At the start of the first battle round and at the end of each turn, follow this sequence for each objective in an order chosen by the active player:
  1. Starting with the active player, each player determines the control score of each of their units that is contesting that objective. A unit’s control score is the combined Control characteristics of all the models in that unit that are contesting the objective. Some abilities modify a unit’s control score, but it cannot be reduced to less than 1.
  2. Each player adds up the control scores of all of their units contesting that objective. This is their army control score for that objective.
  3. The players compare their army control scores for that objective. If one player’s score is higher, that player gains control of that objective. Once a player gains control of an objective, it remains under their control until their opponent gains control of it.

Sometimes objective markers get accidentally nudged while you are moving models around. This is perfectly fine - just remember to put them back in their proper positions when determining objective control.

The BEAST keyword is used in the following Seraphon warscrolls:

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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!
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 2013-2025