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 Warpick
Celestite Warpick1"33+3+-11
Fearsome Jaws
Fearsome Jaws1"14+3+-1

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


A Saurus Astrolith Bearer is a single model armed with a Celestite Warpick and Fearsome Jaws.


Celestial Conduit: An astrolith increases the flow of celestial magic in the vicinity.
Add 1 to casting rolls for friendly SERAPHON WIZARDS while they are within 12" of any models with this ability. In addition, add 6" to the range of any spells cast by friendly SERAPHON WIZARDS while they are within 12" of any models 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.
Roll a dice each time you allocate a wound or mortal wound to a friendly SERAPHON unit wholly within 12" of any models with this ability. On a 6, that wound or mortal wound is negated.

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.

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The SAURUS keyword is used in the following Seraphon warscrolls:

Leader, Behemoth
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.

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

Leader, Behemoth
14.1 Allocating Wounds
Wounds are allocated to the models in a unit 1 wound at a time. You can allocate the wounds caused to your units as you see fit. However, once you have allocated a wound to a model, you cannot allocate wounds to other models in the unit until that model is slain (see 14.2). If a unit is destroyed, all wounds that remain to be allocated to the unit are negated and have no effect.
© Vyacheslav Maltsev 2013-2023