Seraphon – Saurus Astrolith Bearer

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Saurus Astrolith Bearer

Inscribed with complex geometric and astrological symbols, an astrolith is a conduit for the power of Azyr. Those Seraphon in the presence of such an icon fight all the harder, empowered by the energies of the heavens radiating from the artefact.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Celestite Warclub
Celestite Warclub2"43+3+-12

Unit Size: 1      Points: 160
Battlefield Role: Leader
Base size: 40mm
Notes: Single

A Saurus Astrolith Bearer is armed with a Celestite Warclub.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Coalesced Eternity Guardians
 • Shadowstrike Starhost
 • Shadowstrike Temple-host
 • Starborne Eternity Guardians

Celestial Conduit: An astrolith increases the flow of celestial magic in the vicinity.
Add 1 to casting rolls for friendly SERAPHON WIZARDS within 12" of any friendly units with this ability. In addition, add 6" to the range of any spells cast by friendly SERAPHON WIZARDS within 12" of any friendly units with this ability.

Revivifying Energies: The cosmic energies emanating from an astrolith protect nearby Seraphon, sealing the most grievous wounds in flashes of cerulean light.
Friendly SERAPHON units have a ward of 6+ while they are wholly within 12" of any friendly units with this ability.

Mighty Saurus Jaws: The powerful jaws of this saurus can tear apart the enemy in a brutal display until nothing is left but a bloody pulp.
Each time this unit fights, after all of its attacks have been resolved, pick 1 enemy unit within 1" of this unit and roll 3 dice. These dice rolls are referred to as bite rolls. For each bite roll of 6+, that enemy unit suffers 1 mortal wound.

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The SAURUS keyword is used in the following Seraphon warscrolls:

Leader, Behemoth
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.

The SERAPHON and WIZARD keywords are used in the following Seraphon warscrolls:

Leader, Behemoth

The TOTEM keyword is used in the following Seraphon warscrolls:

19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound, or to allocate a wound or mortal wound to a unit other than the original target. Abilities of this type are referred to as wards, and the dice roll is referred to as a ward roll. Unless stated otherwise, the ward roll is made before the wound is allocated to the model in question. Up to 1 ward roll can be made for each wound or mortal wound, unless specified otherwise. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model. If a wound or mortal wound cannot be negated, you cannot make a ward roll for that wound or mortal wound.
© Vyacheslav Maltsev 2013-2024