SeraphonSaurus Oldblood
5"
7
3+
8
WARSCROLL

Saurus Oldblood

Veterans of centuries of fearsome bloodshed, Saurus Oldbloods are the greatest commanders of the Seraphon. Each directs their cohorts with an instinctive, savage precision, enacting the designs of the slann with faultless loyalty.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Celestite Maul
Celestite Maul1"34+3+-1D3
Celestite Warblade
Celestite Warblade1"53+3+-1
Celestite Warspear
Celestite Warspear2"43+3+-1
Celestite Greatblade
Celestite Greatblade1"34+3+-12
Fearsome Jaws
Fearsome Jaws1"14+3+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 110
Battlefield Role: Leader

DESCRIPTION

A Saurus Oldblood is a single model armed with Fearsome Jaws and one of the following weapon options: Celestite Maul; Celestite Warblade; Celestite Warspear; or Celestite Greatblade.

ABILITIES

Cold Ferocity: Saurus heroes fight with a carefully controlled fury.
If the unmodified hit roll for an attack made with a Celestite weapon by this model is 6, that attack scores 2 hits on the target instead of 1. Make a wound and save roll for each hit.

COMMAND ABILITIES

Wrath of the Seraphon: The Oldblood directs nearby saurus to unleash their savage instincts.
You can use this command ability in the combat phase. If you do so, pick 1 friendly SAURUS unit wholly within 18" of a friendly model with this command ability. Until the end of that phase, you can add 1 to hit rolls for attacks made by that unit. A unit cannot benefit from this command ability more than once per phase.

KEYWORDS
ORDER, SERAPHON, SAURUS, HERO, OLDBLOOD
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
Command Abilities
If you have any HEROES in your army, you can use command abilities. Some command abilities are available to all armies, like the three on the right, while others are specific to certain models and appear on their warscroll. Some of these command abilities can only be used if that model is your general; when this is the case, it will be noted in the rules for the command ability.

In order to use any command ability you must spend 1 command point. You start the battle with 1 command point for each warscroll battalion you have in your army. In addition, you receive 1 command point at the start of each of your hero phases. You can use the same command ability several times in the same phase as long as you have enough command points to do so. Any command points you do not use can be used in a future turn. A command ability will usually specify when it is used; if it does not, it is used in your hero phase.

The SAURUS keyword is used in following Seraphon warscrolls:

None
Battleline
Leader
Leader, Behemoth

The SAURUS keyword is used in following Seraphon warscrolls:

None
Battleline
Leader
Leader, Behemoth

The OLDBLOOD keyword is used in following Seraphon warscrolls:

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