Seraphon – Saurus Oldblood on Carnosaur
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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 TABLE
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: 240
Battlefield Role: Leader, Behemoth
Base size: 120 x 92mm
Notes: Single

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

The MONSTER keyword is used in the following Seraphon warscrolls:

Leader, Behemoth
Artillery, Leader, Behemoth
Behemoth
• Merwyrm

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The SAURUS keyword is used in the following Seraphon warscrolls:

Leader, Behemoth
Leader
Battleline
None
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).
6.1 Using Command Abilities
To use a command ability, you must spend 1 command point, pick 1 friendly model to issue the command, and pick 1 friendly unit to receive the command. Unless noted otherwise, the models that can issue commands and the units they can issue them to are as follows:
  • Unit champions can issue commands to their own unit (see 22.3.2).
  • HEROES can issue commands to units that are wholly within 12" of them.
  • Generals can issue commands to units that are wholly within 18" of them.
  • TOTEMS can issue commands to units that are wholly within 18" of them.
Each command ability will say when it can be used and what effect it has on the unit that receives it. A model cannot issue more than 1 command in the same phase and a unit cannot receive more than 1 command in the same phase. In addition, you cannot use the same command ability more than once in the same phase (even for different units).

The OLDBLOOD keyword is used in the following Seraphon warscrolls:

Leader, Behemoth
Leader
None
8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run. Units cannot run if they are within 3" of an enemy unit.

The CARNOSAUR keyword is used in the following Seraphon warscrolls:

Leader, Behemoth
© Vyacheslav Maltsev 2013-2023