SeraphonDread Saurian
35
4+
8
WARSCROLL

Dread Saurian

Considered by the Seraphon to be living icons of the Old Ones, Dread Saurians are savage leviathans unleashed only as weapons of last resort. Their capacity for primal violence, not to mention their heart-stopping roar, has sent entire enemy armies into retreat.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Gargantuan Jaws
Gargantuan Jaws2"34+3+-2
Raking Claws
Raking Claws2"63+-12
Armoured Tail
Armoured Tail2"14+3+-1D6
DAMAGE
Wounds SufferedMoveGargantuan JawsRaking Claws
0-1210"62+
13-189"53+
19-248"43+
25-307"34+
31+6"25+
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 510
Battlefield Role: Behemoth

DESCRIPTION

A Dread Saurian is a single model armed with Gargantuan Jaws, Raking Claws and an Armoured Tail.

ABILITIES

Arcane Glyphs: Dread Saurians go to war clad in techno-arcane glyph-plates through which a slann can channel power to ward off enemy sorceries.
Each time this model is affected by a spell or endless spell, you can roll a dice. If you do so, on a 6+, ignore the effects of that spell or endless spell on this model. Add 2 to the roll if this model is within 12" of a friendly SLANN.

Obliterating Charge: A Dread Saurian’s sheer scaled mass is a potent weapon in its own right.
After this model makes a charge move, roll a dice for each enemy unit within 1" of this model. On a 2+, that unit suffers D3 mortal wounds if it is a MONSTER or D6 mortal wounds if it is not a MONSTER.

Death Throes: Even a mortally wounded Dread Saurian cannot be discounted, for it will lash out violently before meeting its end.
If this model is slain, before removing it from the battlefield, roll a dice for each enemy unit within 3" of it that is not a MONSTER. On a 4+, that unit suffers D3 mortal wounds.

Terror: This horrific monstrosity strikes fear deep into the hearts of its enemies.
Subtract 1 from the Bravery characteristic of enemy units if they are within 3" of any friendly units with this ability.

Roar of Ruin: The deafening roar of a Dread Saurian can drive even the most stout-hearted warriors into panicked flight.
Once per battle at the start of the battleshock phase, you can say this model will use its Roar of Ruin. If you do so, halve the Bravery characteristic of enemy units (rounding up) that are within 12" of this model until the end of that phase.

Designer’s Note: If a unit is affected by both the Roar of Ruin and Terror abilities, its Bravery characteristic is first halved (rounding up), and then 1 is subtracted from it.

KEYWORDS
ORDER, SERAPHON, MONSTER, TOTEM, DREAD SAURIAN

The SLANN keyword is used in following Seraphon warscrolls:

Leader
Charge roll, charge move
Any of your units within 12" of the enemy in your charge phase can attempt to make a charge move. Pick an eligible unit and make a charge roll for it by rolling 2D6. Each model in the unit can move a number of inches equal to the charge roll. You cannot make a charge move with a unit that has run or retreated earlier in the turn, or with a unit that is within 3" of an enemy unit.

The first model you move from a unit making a charge move must finish the move within ½" of an enemy model (you do not have to pick the target for the charge before making the charge roll). If that’s impossible, or you decide not to make the charge move, the charge fails and no models in the unit can move in this phase.

Once all models in one unit have made their charge moves, you can pick another eligible unit to make a charge attempt, until all units that you want to make charge attempts have done so.
Mortal Wounds
Some attacks, spells and abilities inflict mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. Mortal wounds caused at other times are allocated to models in the target unit as soon as they occur, in the same manner as wounds caused by damage from an attack.

After they have been allocated, a mortal wound is treated in the same manner as any other wound for all rules purposes.
Battleshock test, battleshock roll
In the battleshock phase, both players must take battleshock tests for units from their army that have had models slain during the turn. The player whose turn it is tests first.

You must make a battleshock roll for each unit that has to take a battleshock test. To make a battleshock roll, roll a dice. Add the number of models from the unit that have been slain this turn to the dice roll, and add 1 to the unit’s Bravery characteristic for every 10 models that are in the unit when the test is taken.

If the modified battleshock roll is greater than the unit’s modified Bravery characteristic, the battleshock test has been failed. If the test is failed, for each point by which the modified roll exceeds the unit’s modified Bravery characteristic, one model in that unit must flee. You decide which of the models from your units flee – remove them from play and count them as having been slain.

The MONSTER keyword is used in following Seraphon warscrolls:

Artillery, Leader, Behemoth
Leader, Behemoth
Behemoth

The TOTEM keyword is used in following Seraphon warscrolls:

Leader
Behemoth
Army List
Warscrolls collated
© Vyacheslav Maltsev 2013-2020