Seraphon – Saurus Sunblood
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5"
7
3+
8
WARSCROLL

Saurus Sunblood

Scarred and hulking champions of battle, Sunbloods are amongst the most deadly of all saurus. They lead their reptilian kin to smash through the weakest portion of an enemy line, their heavy maces rising and falling with merciless efficiency.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Celestite Warmace
Celestite Warmace1"63+3+-11
Fearsome Jaws
Fearsome Jaws1"14+3+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 125
Battlefield Role: Leader
Base size: 32mm
Notes: Single

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Sunclaw Starhost
 • Sunclaw Temple-host

DESCRIPTION

A Saurus Sunblood is a single model armed with a Celestite Warmace and Fearsome Jaws.

ABILITIES

Primal Rage: A Sunblood in full battle-rage is a true embodiment of the Seraphon’s savage fury.
If the unmodified hit roll for an attack made 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. In addition, if the unmodified wound roll for an attack made by this model is 6, that attack inflicts 1 mortal wound on the target in addition to any normal damage.

COMMAND ABILITIES

Scent of Weakness: The Sunblood raises his warmace, points it at an enemy and lets loose a chilling predatory roar.
You can use this command ability when you pick a friendly SAURUS unit to fight in the combat phase. That unit must receive the command. Until the end of that phase, add 1 to wound rolls for attacks made by that unit.

KEYWORDS
ORDER, SERAPHON, SAURUS, HERO, SUNBLOOD
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).
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.
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 SAURUS keyword is used in the following Seraphon warscrolls:

None
Battleline
Leader
Leader, Behemoth
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).

The SAURUS keyword is used in the following Seraphon warscrolls:

None
Battleline
Leader
Leader, Behemoth
© Vyacheslav Maltsev 2013-2021