SeraphonSaurus Oldblood on Carnosaur
12
4+
8
WARSCROLL

Saurus Oldblood on Carnosaur

The mightiest Oldbloods can tame fearsome Carnosaurs, riding the terrifying beasts into battle. The howl of a Carnosaur can send even the bravest warrior fleeing, for the fury of these monstrous creatures is legendary.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Sunbolt Gauntlet
Sunbolt Gauntlet18"D63+4+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Sunstone Spear (Celestite weapon)
Sunstone Spear (Celestite weapon)2"33+3+-13
Clawed Forelimbs
Clawed Forelimbs2"23+-2
Massive Jaws
Massive Jaws2"34+3+-1
DAMAGE
Wounds SufferedMoveClawed ForelimbsMassive Jaws
0-210"3+5
3-49"4+4
5-78"4+3
8-97"5+2
10+6"5+1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 250
Battlefield Role: Leader, Behemoth

DESCRIPTION

A Saurus Oldblood on Carnosaur is a single model armed with a Sunbolt Gauntlet and Sunstone Spear.

MOUNT: This model’s Carnosaur attacks with its Clawed Forelimbs and Massive Jaws.

ABILITIES

Blazing Sunbolts: The searing bolts of energy unleashed by a sunbolt gauntlet are anathema to the daemons of the Dark Gods.
Add 1 to wound rolls for attacks made with a Sunbolt Gauntlet if the target is a CHAOS DAEMON unit.

Blood Frenzy: A Carnosaur that tastes flesh in the midst of battle becomes a rampaging force of destruction.
If any enemy models are slain by wounds inflicted by this model’s attacks, for the rest of the battle this model can run and still charge in the same turn.

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.

Pinned Down: Carnosaurs tackle prey by pinning them in place with their powerful forelimbs and then tearing into them with their massive jaws.
Add 1 to hit rolls for attacks made with Massive Jaws if the target has a Wounds characteristic of 7 or less.

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

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, CARNOSAUR, MONSTER, 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.
Running
When you pick a unit to make a normal move, you can declare that it will run. Make a run roll for the unit by rolling a dice. Add the result of the run roll to the Move characteristic of all models in the unit for that movement phase. The unit can then move up to that distance in inches. Models in a unit that runs can’t shoot or charge later in the same turn.
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.
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 CARNOSAUR keyword is used in following Seraphon warscrolls:

Leader, Behemoth

The MONSTER keyword is used in following Seraphon warscrolls:

Artillery, Leader, Behemoth
Leader, Behemoth
Behemoth

The OLDBLOOD keyword is used in following Seraphon warscrolls:

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